Re: Graphics for new hookthrough
Posted: Sun May 01, 2016 5:07 pm
There were proper solutions, they were just not doable, cause they either would need more devs (amount of needed time) or just got ignored. Instead you made even plans to do a single tile on the Switch-layer. Depending on which number you choose the function of the ht changes. It was just your goal to use as least tiles as possible, not to get the most functional (or even efficient) version.timakro wrote: And now he talks about introducing teeworlds code newbies to the structure of the code which is totally off topic because a lot of people (he included) had a chance to suggest solutions but none of them did solve the issues he criticizes. Another dev wouldn't have helped at all in this situation.
Saying that a lot of people had a chance to suggest solutions is just a pure lie. It is not true. Only a few people even knew that you are working on it. You were never tried to hear these solutions and improve yours, cause you didn't care about the tile's useability.
Just as info: Even Soreu - one of the admins - wanted more tiles for ht.
Your current solution is very confusing, not well usuable and even contains bugs.
- Ht and hookblocker having the same sprite is extremely confusing. How should a mapper know while mapping what is what?
- Further these graphics are bad usuable in the editor. It's just messy, especially in combination with blueish designs. If you map for a few hours this could get pretty exhausting for your eyes:
Soreu already made a version which was more similar to the old ht's graphics. I have no idea why he deleted them. - The possibilitys these tiles offer are very limited. Basically only usuable for simple one-block-hts. For any bit more complicated solution you still need the old one. An example which shows how limited this is:
Don't get me wrong: It is still nice to have a fully working and unbugged single-tile. But basically it would be a chance to do more than that, e.g. for this situation a 2-way block. - So now I still need to use the old ht for any bit more complex situation. This means basically that you can use the old ht always and just use the new one for big areas or special situations where the old one is too bugged. This still wouldn't be bad if the new one would be compatible to the new one, but ofc it isn't:
I know why it isn't compatible and I also don't expect it to be. But as long as you are forced to use the old ht it will cause more trouble than it helps.
These things were already told months ago by different people. Even suggestions which would improve the functionality of the editor and also would have an effect on other features were made. You just didn't care about any of them, as long as you have a super solution with only 3 tiles in total.
Split ht and hookblocker, give them their own sprite, add more varations for ht... If this is well done it would be a really good and improving thing. But in this state it makes the editor just more messy and more hard to use for beginners.