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Add cliff shadows to quest_001 - 2_ink_combat #1898
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- Added a new `TileMapLayer` called **Shadows**. - Painted shadows at the base of the cliffs to improve visual depth. feat #1896
- A new TileMapLayer called Shadows was added to InkCombat combat round 2. - Shadows were added at the base of the cliffs to improve visual clarity. feat: #1896
- A new TileMapLayer called Shadows was added to InkCombat combat round 3. - Corresponding shadows were added at the base of the cliffs to improve visual depth. feat #1896
… issues. - Removed an extra shadow tile that was causing build errors. Fix: #1896
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Play this branch at https://play.threadbare.game/branches/endlessm/issue_1896. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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One thing I was not sure about at first is the layering of shadows on top of foam: Screencast.From.2026-02-10.10-31-25.mp4This is conceptually correct: the cliff must cast a shadow onto the water, and it must be on top of the foam. It's also unavoidable with the way we have the shadow tile set up, because we definitely want the shadow to the right of that cliff where it meets the grass. I think it looks a little weird but I think it's because I'm not used to it. |
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I've edited the description to remove these sections:
This isn't necessary - Git tells us which files are modified.
This is great for testing but the PR message becomes the commit message, and we don't want this link in the permanent commit history because the link will stop working as soon as the PR is merged. Perhaps in future it could be a comment? |
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Thanks, Will! Everything is very clear now. With these guidelines in mind, executing the remaining sub-tasks will be much more fluid. |



Base shadows have been added to the three ink combat scenes in Quest 001. A new
TileMapLayercalled Shadows was added to each scene, using thetiles/shadows.trestileset. Shadows were painted at all contact points between cliffs and the ground.Resolves #1896