Update cliffs in quest_001 - #2874
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I forgot to delete the reference layer. |
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Test build no longer available. |
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Would the changes be fine? |
| [node name="Stones" type="TileMapLayer" parent="TileMapLayers" unique_id=1531645016] | ||
| tile_map_data = PackedByteArray("AAAAAAAABAAAAAIAAAAAAAEABAABAAMAAAAOAAAABAACAAEAAAAOAAEABAADAAEAAAAOAAIABAADAAEAAAAOAAMABAADAAEAAAAOAAQABAADAAEAAAAOAAUABAADAAEAAAAOAAYABAADAAEAAAAOAAcABAADAAEAAAAOAAgABAACAAEAAAANAAgABAABAAQAAAAMAAgABAABAAAAAAALAAgABAABAAAAAAAKAAgABAABAAQAAAAJAAgABAABAAQAAAAIAAgABAABAAAAAAAHAAgABAABAAAAAAAGAAgABAABAAAAAAAFAAgABAABAAQAAAAEAAgABAABAAAAAAADAAgABAABAAAAAAACAAgABAABAAQAAAABAAgABAABAAQAAAAAAP//BAADAAAAAAAOAP//BAADAAAAAAANAAAABAABAAQAAAAMAAAABAABAAEAAAALAAAABAABAAQAAAAKAAAABAABAAIAAAAJAAAABAABAAIAAAAIAAAABAABAAQAAAAHAAAABAAAAAIAAAAFAAAABAACAAIAAAAEAAAABAABAAQAAAADAAAABAABAAQAAAACAAAABAABAAIAAAABAAAABAABAAEAAAAFAAEABAABAAMAAAAEAAEABAABAAMAAAADAAEABAABAAMAAAACAAEABAABAAMAAAABAAEABAABAAMAAAANAAEABAABAAMAAAAMAAEABAABAAMAAAALAAEABAABAAMAAAAKAAEABAABAAMAAAAJAAEABAABAAMAAAAIAAEABAABAAMAAAAHAAEABAABAAUAAAAAAAgABAABAAAAAAAFAP//BAACAAEAAAAHAP//BAAAAAEAAAAAAAkABAABAAUAAAABAAkABAABAAUAAAACAAkABAABAAMAAAADAAkABAABAAMAAAAEAAkABAABAAUAAAAFAAkABAABAAUAAAAHAAkABAABAAUAAAAIAAkABAABAAMAAAAJAAkABAABAAMAAAAKAAkABAABAAUAAAALAAkABAABAAMAAAAMAAkABAABAAUAAAANAAkABAABAAMAAAAOAAkABAABAAUAAAA=") | ||
| tile_set = ExtResource("8_kecc4") | ||
| tile_map_data = PackedByteArray("AAAAAAAABAAAAAIAAAAOAAAABAACAAEAAAAOAAEABAADAAEAAAAOAAIABAADAAEAAAAOAAMABAADAAEAAAAOAAQABAADAAEAAAAOAAUABAADAAEAAAAOAAYABAADAAEAAAAOAAcABAADAAEAAAAOAAgABAABAAIAAAANAAgABAABAAQAAAAMAAgABAABAAIAAAALAAgABAABAAIAAAAKAAgABAABAAQAAAAJAAgABAABAAQAAAAIAAgABAABAAIAAAAHAAgABAABAAIAAAAGAAgABAABAAAAAAAFAAgABAABAAQAAAAEAAgABAABAAIAAAADAAgABAABAAIAAAACAAgABAABAAQAAAABAAgABAABAAQAAAAAAP//BAADAAAAAAAOAP//BAADAAAAAAANAAAABAABAAQAAAAMAAAABAABAAIAAAALAAAABAABAAQAAAAKAAAABAABAAIAAAAJAAAABAABAAIAAAAIAAAABAABAAQAAAAHAAAABAABAAIAAAAFAAAABAABAAIAAAAEAAAABAABAAQAAAADAAAABAABAAQAAAACAAAABAABAAIAAAABAAAABAABAAIAAAAAAAgABAABAAIAAAAFAP//BAACAAEAAAAHAP//BAAAAAEAAAD//wgABAABAAIAAAD+/wgABAABAAIAAAD9/wgABAABAAIAAAA=") |
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Sorry, this isn't quite right. Some of these tiles are the wrong cliff-faces and so don't have the right collision shapes. Test the scene and try repelling the ink blobs down to the bottom-right corner. They shouldn't be able to go through the wall but they do:
It's because you've used the tile under the mouse pointer in this screenshot:
If you look in the TileSet editor, at the physics shapes... it's hard to see because the cliffs are blue and so are the physics polygons, but the tile at coordinate (1,2) has collisions at the bottom, but not the top. That's because it's meant to go below another cliff-top tile and be walkable:
For the bottom row, you need to use tiles that have collisions at the top. Unless you change the shape of the wall to protrude further down, that means it needs to be from the bottom cliff row in the tileset.
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I understand, I have already corrected it.
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If you want more variation in the visible cliff-tops, you could paint a more complicated shape below the cliff.
You might want to try painting the tiles using the Terrains feature.
There's also a weird tile below the door that you might want to remove to make the cliffs connect better.
Here's a quick example:
Screencast.From.2026-09-12.08-56-12.mp4
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Sorry, GitHub didn't show me your last comment before I posted this!
Updates scenes/quests/lore_quests/quest_001/2_ink_combat/ink_combat_round_2.tscn and
scenes/quests/lore_quests/quest_001/2_ink_combat/ink_combat_round_3.tscn to use tiles/elevation_2.tres. Replacing the old resource tiles/elevation.tres.
Resolves #2718