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NO_EDIT_sequence_puzzle: Fix visual issues on non–16:9 aspect ratios #1629
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- 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
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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.) |
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Hi @manuq , @wjt , @jgbourque , @Stregoica777 |
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@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).
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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 @manuq , |
Hi, @jgbourque 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. 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. |
…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
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Hi @manuq , @jgbourque I’ve just pushed a new commit to this PR. |
…visual consistency
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 :) |
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Thanks for your help, @manuq |


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
VoidTileMap layer was added to fill the outer edges of the scene, theCamera2Dlimits were updated to keep the puzzle centered, and theGrassandSandtiles 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