Add and use Threadbare-themed tiles for tilemap and platforms#54
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To date this game has used generic assets (from Kenney's Platformer Art collection). We now want the game to be Threadbare-themed. Add new tiles and a corresponding tileset, identical to tileset-a.tres except for the texture. Visually, the tiles are *almost* interchangable with the 4 sets already in the game. but the two variations of slopes are identical to each other (unlike in the Kenney tiles, where one has straight lines and the other wavy), and a couple of the others don't quite work. But it is easy enough to adjust the scene to be compatible with either, in a future commit. I took the tiles from https://github.com/endlessm/threadbare-origins-inkdrinker/ but modified them to be more compatible with the Kenney tiles. They are in turn derived from the same tiles in Threadbare. In Threadbare those assets are under CC BY-SA 4.0 but since Endless Access owns the copyright on them we can use them in this more liberally licensed project without issue.
The main scene's TileMapLayer is actually an instance of a tiny scene which is an empty TileMapLayer node with its tile_set. I believe this is so that the "reset" button beside the tile_set property on the instance in the main scene gets you back to the default, rather than to a `null` tileset (breaking the scene). In commit 5222a38 ("Replace deprecated TileMap with TileMapLayer"), for unknown reasons I set use_parent_material = true on the TileMapLayer scene. This was not intentional, and it has no effect that I can see. Unset it.
The new Threadbare-themed tileset is almost, but not quite, compatible with the Kenney tilesets. In cells (5, 2) and (6, 2), the Kenney tilesets have "left and right edges of platform superimposed on background", but the Threadbare tileset has "right and left (sic) edges of half-tile platform with rock beneath" (i.e. more like (5, 1) and (6, 1), but with rock. The rocks don't join neatly to the grass-on-dirt tiles used in the rest of the tileset. But (5, 2) and (5, 3) are only used for the platform directly under the flag, and even with the Kenney tiles they don't quite look right - they don't join properly to the slope to the left. Replace these with regular "top of platform" tiles, so that the tilesets can be swapped without issue.
As noted in the comment, this project doesn't use Git LFS and I think it's probably best to keep it that way. But while working on assets it's really convenient to have the .aseprite file in the asset directory next to the exported file(s). Add such files to gitignore to prevent accidentally committing them.
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Play this branch at https://endlessm.github.io/moddable-platformer/branches/endlessm/threadbare-tiles. (This launches the game from the start, not directly at the change(s) in this pull request.) |
manuq
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Nov 26, 2025
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I think you did a great job with the tiles! Having a distinction at the surface of the platform (grass here) is so important in platformers. The fabric tears is a nice touch too!
The props (fungus, rock, bush) don't work quite well for a side view to me. But not your fault! Unfortunately they would need to be redrawn.
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Most of what you're describing comes from https://github.com/endlessm/threadbare-origins-inkdrinker/blob/main/assets/Threadbare_Side_Tileset1.png ! |
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Aseprite file for the tiles, btw: |
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There is a desire to skin this game to match the Threadbare style and so form part of the broader lore of that game.
At the same time, I want to preserve the ability to swap back to the Kenney tiles (of which we have 4 rather nice sets) so that learners can switch to a more neutral, non-pixel-art style if that suits.
So, starting from the tiles in https://github.com/endlessm/threadbare-origins-inkdrinker/, I modified them to have slopes etc. that match the Kenney ones. I was mostly successful but at a certain point decided to just make a small change to the main scene:
and with this change the new tiles swap in quite nicely: