Lucas-C/undying-dusk

Missing angles on many tiles

Opened this issue · 3 comments

A large number of tiles have multiple missing angle views, specifically the diagonal views. For the angles that are mostly off-screen, you could probably argue that they are not visible (though it would be nice to include them), but for the views 1 or 2 forward and only 1 to the side, the whole tile is visible, so you would want those rendered. This includes:
boulder_ceiling
boulder_floor
boulder_grass
dead_tree
dungeon_wall_small_window
dungeon_wall_tagged
portcullis_exterior
portcullis_interior
seamus_on_floor
seamus_on_grass

If you do not intend to fix these but you do have the base images for the boulder, etc, it would be nice if that were included in the project so I could much easier splice something in on my personal copy.

Hi @Phoenyx65535 🙂

Have you spotted cases in the game where those assets are visually missing?
If so, could you please share screenshots revealing the problem, and/or specify where/when they occur in the game?

Or maybe you are modding the game (which is perfectly fine)?
If so, yes I could provide you the original assets, but most of them should be listed in the "Credits & attribution > Graphical assets" section in the README.md

I'm not certain that all of them are visible, but at least most of them are. Here's the ones I found. I'm not sure where boulder_floor is ever used. While replaying the game for screenshots, I also found a lever that is missing views, and found that most enemies are only visible right in front of them (not sure if that's intentional, but figured I'd mention it)

dungeon_wall_small_window:
(location of small window, in early room)
image
(1 step to the right. also glitched from other angles)
image

boulder_grass:
(location of boulder, in town)
image
(1 step to the right. also glitched from other angles)
image

seamus_on_grass:
(location of seamus, on plains)
image
(1 step to the left. also glitched from other angles)
image

bonus, this druid:
(location in templar academy. also later druid that heals you)
image
(1 step to the right. not visible from any angles other than directly in front. not sure if that's intentional)
image

boulder_ceiling:
(location in templar academy on visit with the boots)
image
(1 step to the left. also glitched from other angles)
image

Similar to druid, not sure if you wanted this zombie visible from further than 1 tile, but it is not
(outside mausoleum. also true of zombie in town?, unverified)
image
1 step back
image

portcullis_interior:
(location of portcullis, inside mausoleum)
image
(1 step to the right. also glitched from other angles)
image

Additional glitch, this lever (and similar lever on other side of the wall):
(location of lever, first room of mausoleum. unrelated, the fish goblin is hilarious)
image
(1 step to the left and turning right. also glitched from other angles)
image

Similar to druid and zombie (and zombie in town?), the gorgon is not visible from a distance before being petrified.
(location, before petrified)
image
(1 step back)
image

dungeon_wall_tagged:
(location, in mausoleum, visible from side)
image
(1 step back)
image

dead_tree:
(location, in forest after mausoleum)
image
(1 step to the right)
image

seamus on floor:
(location, at final zone)
image
(1 step to the right)
image

other enemies not visible from distance 2: later druid, seamus transformed, later goblin, (also fish goblin? unverified)

So far, I've just been poking around in the code, but I plan to do a couple very light mods. I didn't see the credits and attributions, but presumably that would be sufficient if you don't want to bother with these. Thanks :)

I just wanted to add that I think boulder_grass at least would benefit from the super close immediately right/left of you (2nd row 3rd column on the tile sprites). I was rerunning the game and noticed how much it would improve the sense of urgency when running away if I could see it just to my side, about to run me over.