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crystal cave tiles analysation

PostPosted: 30 Oct 2016, 19:48
by moochinook
Hi guys,
I was asked to check the crystal cave tiles for errors and fix any inconsistencies. I put 'em together in the level-editor and hope that i didn't miss anything. Would be great if you could have a closer look and let me know if i did.

Re: crystal cave tiles analysation

PostPosted: 30 Oct 2016, 21:40
by 164your5
the tiles on the far right that you've labelled as 'serious' are the middle tiles for the crystal box thingy

Re: crystal cave tiles analysation

PostPosted: 31 Oct 2016, 09:26
by Alzter
Yeah, I'vr. Noticed the crystalcave tileset is buggy.

Re: crystal cave tiles analysation

PostPosted: 31 Oct 2016, 17:28
by moochinook
hey 164your5, i just don't get it. What do you mean with crystal box thingy. Could you make a quick mock-up so i'll can see what you mean. THANKS.

@Alzter: What are you working on at the moment? Got some more of your fresh sketches and ideas for us?

Re: crystal cave tiles analysation

PostPosted: 31 Oct 2016, 19:35
by 164your5
moochinook {l Wrote}:hey 164your5, i just don't get it. What do you mean with crystal box thingy. Could you make a quick mock-up so i'll can see what you mean. THANKS.


it looks pretty ugly but i'm almost certain this is how they're meant to be used

Re: crystal cave tiles analysation

PostPosted: 01 Nov 2016, 21:15
by moochinook
Hey 164your5,
i tried to make a matching tile for the ice-colum top and bottom. I am not sure if it will look alright.
Some first minor fixes to the crystal cave ground file have been made.

Can someone let me know which SuperTux-file i have to tweak to get the whole 256x256px image to show up in the level-editor for easy testing?
Would be highly appreciated.

Re: crystal cave tiles analysation

PostPosted: 01 Nov 2016, 21:22
by Hume2
If you want to tweak the tileset, tweak the file images/tiles.strf. See http://supertux.lethargik.org/wiki/Tileset for more info.

Re: crystal cave tiles analysation

PostPosted: 03 Nov 2016, 00:41
by Tobbi
You might be able to change the tileselector widget's size programmatically. If you don't want to change it yourself and recompile, one of the team members can do it for you.

Re: crystal cave tiles analysation

PostPosted: 03 Nov 2016, 10:57
by mteufel
Thanks for the analysis and the fixes. I've created a commit to a test branch, with updated the tile definitions so it's usable in the editor.

What definitely could be fixed is to remove the lower-most 64×256 px of the image, as that area is completely empty. It's completely valid for an image to be 192×256 px large, it's just that both numbers should be a integer multiple of 32.

If you want to test my changes yourself, you can either replace data/images/crystalcave/ground.png of your SuperTux installation with your image and replace data/images/tiles.strf with https://raw.githubusercontent.com/SuperTux/supertux/ead49d9ea907337c4e5cb62520700fe8eb39f887/data/images/tiles.strf. Alternatively, you can download the test builds if you're on Windows: https://ci.appveyor.com/project/supertux/supertux-o8t59/build/794/artifacts for win64, https://ci.appveyor.com/project/supertux/supertux-9ml4d/build/1391/artifacts for win32.

Re: crystal cave tiles analysation

PostPosted: 08 Nov 2016, 08:13
by moochinook
Hi, I will start working on graphics in the middle of december again. Just ain't got no time right now.

Re: crystal cave tiles analysation

PostPosted: 08 Nov 2016, 22:54
by Tobbi
Thanks for your time & work so far! See you in December, then. :)