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More Graphical fixes

Hi all, the blog post for this week will be relatively short as I have been sick lately, however, I did fix a few things.

Fixing texture rotation

At the start of the week, I tackled the problem of the missing texture rotation due to which tiles were incorrectly rendered as below.

Incorrectly rendered tiles

I tried fixing this using the rotoscale function, however, that gave a weird “boxy” look to the rotated tiles. For example, in the following picture, it is particularly noticeable in the grass texture at the bottom left of the screen.

This was intriguing as this function was already being used by other engines such as WinterMute and they did not seem to have come across this problem. To dig deeper, I dumped the texture to a png file after rotation and – apparently the rotated texture had different dimensions(32×33) as compared to the original texture(32×32). I was, however, not able to fix this.

FractureHill, the developer for the “Nancy Drew” engine confirmed that he had the same issue and ended up rolling his own implementation for rotating textures. So, I copied the relevant code, optimized it a bit, and voila – it worked perfectly! 🙂

No more “boxy” look!

Miscellaneous other graphical fixes

There are some other small fixes that I made this week, most noticeably I fixed a bug due to which border tiles were missing from some scenes.

Missing tiles at the bottom
No more missing tiles!

That is all for this week. Next week I will focus on getting saves to work correctly. Please look forward to my future blog posts and thanks for reading! 🙂

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