Author Topic: Chicago-Themed Terrain  (Read 4084 times)

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Offline Liebatron

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Re: Chicago-Themed Terrain
« Reply #30 on: July 18, 2021, 08:49:35 PM »
Awesome!

Also, one more update; I was playing around with it and I noticed an issue with the hitboxes for the fire traps where the hitbox didn't quite extend to the bottom of the fire, much less below it. I think I forgot to make adjustments after adding pixels to make it 8-pixel grid compliant.

I did some hitbox testing and made some adjustments; the Lix can survive having their hair or feet singed a bit, but if they decide to befriend the fire too much, they go up in flames as expected. :devil: :XD:

EDIT: One more tiny fix; literally 3 pixels the *slightly* wrong color on two of the trains. I reuploaded the zip!
« Last Edit: July 18, 2021, 09:34:12 PM by Liebatron »

Offline Liebatron

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Re: Chicago-Themed Terrain
« Reply #31 on: July 19, 2021, 04:50:01 AM »
Also here's updated versions of the levels themselves! Most of the changes were made just to accommodate the new steel terrain, but there's a couple changes I made to make a couple things less tedious, particularly in the later levels. I'm attaching replays too this time!

Also, there's 4 "Bonus" levels in this pack; I wanted to make a level pack which would exclusively use pieces from the Chicago terrain set, and I *almost* did; Walk-In Appointment and Promontory Point both use an outside entrance and exit, Overtruss Trek uses a "construction" set hatch, and in 4 levels I did use someone else's water. I came close though!

The bonus levels are just 4 more (Really 3, one is just a silly no-skill level) that didn't really fit into that goal!

Offline Simon

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Re: Chicago-Themed Terrain
« Reply #32 on: July 27, 2021, 09:59:57 PM »
Yeah, inconsistent hitboxes between fire/water is cultural debris. Fire will trigger if (foot + 0, 4, 8, or 12 hi-respixels above) intersects the hitbox. Water will only trigger if foot intersects the hitbox. Since the hitboxes are filled rectangles, never weird holey shapes, better rule would be to always only trigger on foot, and increase all fire trigger areas downwards by 12 pixels. I'm reluctant because this would be breaking change, and really hard to detect: Nothing would prevent old-tiles with new-game, nor new-tiles with old-game.

The cultural debris comes from: Fire originally hit the eyes that dependend on the spritesheet, not (foot + 12 above). It's stupid to depend on the spritesheet for such unexpected detail like eye position, therefore I simplified to (foot + 0, 4, 8, 12 above) and kept backwards-compatible hitbox definitions in the tiles.



Still busy, haven't looked in peace at the updated tiles. Thanks for sticking to the 8-grid! I'll take a closer look eventually and go through your changes.

I remember, as a player, that the Chicago exit/goal was hard to find; the exit looks on first sight like any other train wagon, with only subtle detail to set it apart. Instead, exits really should pop into view, it's an important place in the level. The quick suggestion is to draw a large animated arrow over the exit train car. Combine it with the "board here" sign? But I'll have to look at the tileset in peace again before I can suggest anything serious.

It's hard to add space to the left/top after-the-fact to existing tiles. Long-term idea for Lix is to allow that, and specify offset in a tile definitions file (txt file). Such definitions are only allowed for gadgets in 0.9.x. That's enough in this particular case where we might add to top of exit. But in general, it's conceivable to also allow them for normal terrain. On the other hand, I'd like to keep things easily-guessable for new tileset designers... unsure how much freedom is the right choice. Definitions text files are already a stretch for simplicity; if I allow them, I may as well give more power.

-- Simon