Skip to content

Conversation

@russell-cj
Copy link
Contributor

This pull request fixes an issue in the NO_EDIT_sequence_puzzle scene (NO_EDIT_sequence_puzzle.tscn) where out-of-bounds or undeveloped regions became visible when using aspect ratios different from 16:9 (such as 21:9 or 4:3).

A new Void TileMap layer was added to fill the outer edges of the scene, the Camera2D limits were updated to keep the puzzle centered, and the Grass and Sand tiles were slightly adjusted to match the new background. These changes ensure the entire puzzle area stays visually contained across all supported aspect ratios.

You can test the scene directly here:
Play NO_EDIT_sequence_puzzle

resolves: #1606

- Adjusted the Camera2D limits so the camera stays centered within the intended puzzle area.
- Created a new Void (TileMapLayer) node to fill the outer edges of the scene and prevent exposed areas.
- Slightly adjusted the Grass and Sand tiles to better align with the new background “void” layer.

fix: #1606
@russell-cj russell-cj requested review from manuq and wjt November 18, 2025 04:43
@russell-cj russell-cj self-assigned this Nov 18, 2025
@russell-cj russell-cj requested a review from a team as a code owner November 18, 2025 04:43
@russell-cj russell-cj requested a review from a team as a code owner November 18, 2025 04:43
@github-actions
Copy link

Play this branch at https://play.threadbare.game/branches/endlessm/issue_1606.

(This launches the game from the start, not directly at the change(s) in this pull request.)

@russell-cj
Copy link
Contributor Author

Hi @manuq , @wjt , @jgbourque , @Stregoica777
I created this PR taking into account the suggestions provided by the Learning team. It is mainly meant to give you a visual representation of how I interpreted the idea. As suggested, I only added a single node. I did modify the Camera2D node, but if the team decides that the camera should not be changed, I can restore it to its original state without any problem.

@manuq
Copy link
Collaborator

manuq commented Nov 18, 2025

@russell-cj thanks!

@jgbourque can you please confirm that this is what we want? And if so, do we want the same for the intro and outro? I ask because a different solution has landed for the intro (enlarging the background).

image image

@jgbourque
Copy link
Contributor

Simply enlarging the background or I believe, as @russell-cj has done with the Stealth template: adding additional stone to expand that walled in look and cover the gray missing tiles is good I think.

But in the case of the Sequence puzzle, it might make more sense to just copy the intro.tscn solution of enlarging the background. That way the path the player walks in the cut scene has the appearance of continuing off screen instead of looking like it just leads to the void and ends abruptly on either side.

@russell-cj
Copy link
Contributor Author

russell-cj commented Nov 18, 2025

@russell-cj thanks!

@jgbourque can you please confirm that this is what we want? And if so, do we want the same for the intro and outro? I ask because a different solution has landed for the intro (enlarging the background).

Hi @manuq ,
Sure — if the background ends up showing empty space, then the solutions that have already landed across the different NO_EDIT levels would need to be updated to stay consistent. I'm keeping that in mind moving forward.

@russell-cj
Copy link
Contributor Author

russell-cj commented Nov 18, 2025

Simply enlarging the background or I believe, as @russell-cj has done with the Stealth template: adding additional stone to expand that walled in look and cover the gray missing tiles is good I think.

But in the case of the Sequence puzzle, it might make more sense to just copy the intro.tscn solution of enlarging the background. That way the path the player walks in the cut scene has the appearance of continuing off screen instead of looking like it just leads to the void and ends abruptly on either side.

Hi, @jgbourque
Perfect, I’ll apply the same approach that was already implemented in the solutions that have landed.

Taking into account that in the case of the intro, only the grass was extended because it’s a cinematic and the player doesn’t interact with the map.
On the other hand, scenes like the combat one are different: the rocks act as colliders and the player does move within the level. For that reason, simply filling the empty space wouldn’t be enough in this case; it’s necessary to add collisions or use tiles that act as colliders since the player is moving around the map.

One option to resolve this could be adding colliders or using water without the foam animation —it works well, keeps the scene clean, and still uses only a single additional node, similar to what was done in the empty-space solution.

@manuq
Copy link
Collaborator

manuq commented Nov 18, 2025

Perfect, I’ll apply the same approach that was already implemented in the solutions that have landed.

Taking into account that in the case of the intro, only the grass was extended because it’s a cinematic and the player doesn’t interact with the map.

On the other hand, scenes like the combat one are different: the rocks act as colliders and the player does move within the level. For that reason, simply filling the empty space wouldn’t be enough in this case; it’s necessary to add collisions or use tiles that act as colliders since the player is moving around the map.

One option to resolve this could be adding colliders or using water without the foam animation —it works well, keeps the scene clean, and still uses only a single additional node, similar to what was done in the empty-space solution.

You have a very good point here @russell-cj . Currently in the template puzzle level the player can go off screen (camera is fixed, doesn't follow). So the proposed Void acts as a collider, which can also be solved with cliffs or with water.

@wjt wjt moved this to In Progress in Threadbare Development Nov 18, 2025
…consistency

- Renamed the Void (TileMapLayer) node to Water.
- Added water tiles around the scene to replace the previous void background.
- Adjusted the Grass tiles so they blend properly with the new water background.

fix: #1606
@russell-cj
Copy link
Contributor Author

Hi @manuq , @jgbourque

I’ve just pushed a new commit to this PR.

@manuq
Copy link
Collaborator

manuq commented Nov 19, 2025

Hi @manuq , @jgbourque

I’ve just pushed a new commit to this PR.

Thanks! Before merging, I added a fixup commit to extend a bit the camera limits and to give the island a bit of shape, because it looked too much of a coincidence that the island had the same rectangular shape as the viewport :)

@manuq manuq merged commit 2aa7c63 into main Nov 19, 2025
9 checks passed
@manuq manuq deleted the issue_1606 branch November 19, 2025 11:32
@github-project-automation github-project-automation bot moved this from In Progress to Done in Threadbare Development Nov 19, 2025
@russell-cj
Copy link
Contributor Author

Thanks for your help, @manuq

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

Archived in project

Development

Successfully merging this pull request may close these issues.

NO_EDIT_sequence_puzzle.tscn – Visual issues with non–16:9 aspect ratios

4 participants