In #334 we gained the horizontal and vertical broken-bridges tiles in assets/first_party/tiles/Bridge_All.png:
It would be useful to have versions of these that only have one half of the tile, so that you can (for example) have the left-hand broken edge a few tiles away from the right-hand edge.
Expand assets/first_party/tiles/Bridge_All.png (I would suggest making it 64 pixels wider, which would add 4 new 64×64 cells on the right-hand side, but it could also be made 2 rows taller). Add 4 new tiles in these new cells, corresponding to each side of the broken bridge tiles. For example one tile would have the segment circled in red:
Then update res://tiles/bridges.tres to define these 4 new tiles.
XP Summary (total 450)
| Subdomain |
Skill |
XP |
| Art: Aesthetics & Visual Design |
Problem Solving |
50 |
| Art: Aesthetics & Visual Design |
Creativity & Design Thinking |
50 |
| Art: Aesthetics & Visual Design |
Technical Literacy |
75 |
| Game Design: Core Gameplay & Mechanics |
Problem Solving |
50 |
| Game Design: Core Gameplay & Mechanics |
Creativity & Design Thinking |
75 |
| Game Design: Core Gameplay & Mechanics |
Technical Literacy |
150 |
In #334 we gained the horizontal and vertical broken-bridges tiles in
assets/first_party/tiles/Bridge_All.png:It would be useful to have versions of these that only have one half of the tile, so that you can (for example) have the left-hand broken edge a few tiles away from the right-hand edge.
Expand
assets/first_party/tiles/Bridge_All.png(I would suggest making it 64 pixels wider, which would add 4 new 64×64 cells on the right-hand side, but it could also be made 2 rows taller). Add 4 new tiles in these new cells, corresponding to each side of the broken bridge tiles. For example one tile would have the segment circled in red:Then update res://tiles/bridges.tres to define these 4 new tiles.
XP Summary (total 450)