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Solarus => Development => Topic started by: YoshiMario2000 on January 30, 2016, 02:58:56 AM

Title: [Suggestion] Better Slopes
Post by: YoshiMario2000 on January 30, 2016, 02:58:56 AM
I was messing around with a map that had a tile set with walls that were slopes that weren't square,
And I got an error message when I attempted to load that map in game.

Fatal: Invalid tile pattern: a tile pattern with a diagonal wall must be square
Error: In on_key_pressed: [string "main.lua"]:26: Internal error: Invalid tile pattern: a tile pattern with a diagonal wall must be square
Note: I setup the main.lua to open the map with a key press, Primary for debugging purposes.

It seems like one of toughs silly things that haven't been coded into the game,
Maybe have the engine create the slopes dynamically for the requirements of the tiles?
Title: Re: [Suggestion] Better Slopes
Post by: Christopho on January 30, 2016, 01:11:24 PM
I don't plan to support non-diagonal slopes, but at least the engine should not crash when there is a non-square tile with a diagonal wall.
Title: Re: [Suggestion] Better Slopes
Post by: YoshiMario2000 on January 31, 2016, 02:22:45 AM
Indeed, Diagonal walls, Slopes, Same thing to me really.
The engine doesn't crash, but simply doesn't load the world. Which tells me that the engine handles maps in a way that it shouldn't crash unless it's truly a major issue.
Since this is one of toughs issues that are more personal preference
(Having a semi-blocky world gets tiring after a while).

Again, From a map designer's perspective, It does limit what one can do.
There may be work arounds. But they still are annoying to deal with.
but I understand if it's something that's not on the priority list.
Maybe add it as one of toughs polish things later on?

(This is starting to turn into a rambely post.)

Anyways, its just a thought. Nothing that needs to be added in the next update.
Something that would make designing easier.
Title: Re: [Suggestion] Better Slopes
Post by: Christopho on January 31, 2016, 09:23:09 AM
There is also the speed issue. Static tiles are optimized so that obstacle information is stored in an 8x8 grid. If we start to allow pixel-by-pixel tuning of obstacles, we lose all this optimization.
An alternative could be to not allow it for static tiles, but allow it for dynamic entities.