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Automatically generate fat sprite outlines #32

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Poobslag opened this issue Mar 21, 2020 · 0 comments · Fixed by #98
Closed

Automatically generate fat sprite outlines #32

Poobslag opened this issue Mar 21, 2020 · 0 comments · Fixed by #98
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@Poobslag
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We currently have a few art assets such as head-outline.png which go behind sprites and help characters "pop" slightly. These assets could be generated in-game by an object which looks at an object, figures out which pixels are opaque, expands the selection by 2-3 pixels and fills it in with this brown color.

This will reduce the number of assets and also reduce the burden on artists to draw these effects themselves. It also eliminates the risk of artists accidentally drawing these outlines too thin or too thick, or varying their style over time.

Poobslag added a commit that referenced this issue Mar 25, 2020
The restaurant now contains three customers. When the camera pans away,
the customer who was just fed shrinks to their original size.
Eventually, they'll instead be replaced with a new customer.

Added a CustomerViewDemo for showing off the "pan to new customer"
logic, as well as tracking down bugs related to feeding the wrong bug
and things like that.

This involved some very messy code and kludges for having shadow and
outline sprites track each other across different scenes. This is
inevitable until we resolve issues #30 and #32 to reduce the amount of
work in maintaining hierarchies of interconnected sprites which are all
drawing the same simple object.
Poobslag added a commit that referenced this issue Mar 25, 2020
The restaurant now contains three customers. When the camera pans away,
the customer who was just fed shrinks to their original size.
Eventually, they'll instead be replaced with a new customer.

Added a CustomerViewDemo for showing off the "pan to new customer"
logic, as well as tracking down bugs related to feeding the wrong bug
and things like that.

This involved some very messy code and kludges for having shadow and
outline sprites track each other across different scenes. This is
inevitable until we resolve issues #30 and #32 to reduce the amount of
work in maintaining hierarchies of interconnected sprites which are all
drawing the same simple object.

After rearranging the customers and furniture into reusable pieces, I
noticed a bug where food was being drawn behind the table, instead of
being hurled over top of it. I rearranged the objects so that food is
drawn correctly, but the resulting design is very ugly.

Fixed an NPE when OutlineSprite's parent was undefined.
@Poobslag Poobslag added the v0.06 label Mar 30, 2020
@Poobslag Poobslag added this to the v0.06 milestone Mar 30, 2020
@Poobslag Poobslag removed the v0.06 label Mar 30, 2020
@Poobslag Poobslag self-assigned this Mar 31, 2020
@Poobslag Poobslag linked a pull request Apr 2, 2020 that will close this issue
Poobslag added a commit that referenced this issue Jul 18, 2020
The restaurant now contains three customers. When the camera pans away,
the customer who was just fed shrinks to their original size.
Eventually, they'll instead be replaced with a new customer.

Added a CustomerViewDemo for showing off the "pan to new customer"
logic, as well as tracking down bugs related to feeding the wrong bug
and things like that.

This involved some very messy code and kludges for having shadow and
outline sprites track each other across different scenes. This is
inevitable until we resolve issues #30 and #32 to reduce the amount of
work in maintaining hierarchies of interconnected sprites which are all
drawing the same simple object.

After rearranging the customers and furniture into reusable pieces, I
noticed a bug where food was being drawn behind the table, instead of
being hurled over top of it. I rearranged the objects so that food is
drawn correctly, but the resulting design is very ugly.

Fixed an NPE when OutlineSprite's parent was undefined.
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