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Drop shadows on no collision/air tiles #605

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amykaname opened this issue Mar 24, 2024 · 2 comments
Open

Drop shadows on no collision/air tiles #605

amykaname opened this issue Mar 24, 2024 · 2 comments
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accuracy Something isn't accurate to mario or portal.

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@amykaname
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I'd happily code it and make a pull request...If I knew how to
The drop shadow feature still applies to non-solid tiles, which I feel like it really shouldn't
Also kinda similar to #39 but I feel like straight up disabling shadows on tiles with no collision is a way simpler fix
Even though this might be seen as subjective it's clearly an issue if you go in a vanilla water level with it on, as the water at the top is just non-solid tiles, which as you can see... not good
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@alesan99 alesan99 added the accuracy Something isn't accurate to mario or portal. label May 7, 2024
@qixils
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qixils commented Aug 12, 2024

I'm pretty sure some people will want non-solid blocks to have shadows, so #39 would be the more likely solution here IMO, especially as the hard part is actually filtering out tiles, not the process of deciding what should be filtered out

@WilliamFr0g
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WilliamFr0g commented Sep 28, 2024

Honestly, considering how background layer tiles don't have drop shadows, I think that exempting intangible tiles from shadows may be the better solution. The exception would be foreground tiles, which should still have them. This would help with the problem in existing mappacks that won't be updated with tile properties.

Because this problem can be mostly solved using the background layer already, which people frequently don't use to solve it, I don't think people usually put enough effort into shadows to use a property like that. And if they do, I don't know if we should encourage them to further obsess over tiny graphical flairs in an environment where so many mappacks end up unfinished anyway

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Labels
accuracy Something isn't accurate to mario or portal.
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