08-31-2015, 10:20 AM
New door maker here, considering the critique the doors have been getting I thought I'd better step into the light.
My reasoning behind the new-new doors was that the old-new doors didn't match the new perspective of the walls. The slanting of the walls doesn't extend all the way to the bottom of the sprite; it stops mid-way down and is extended by some kind of padding stuff, and the old-new doors went past where the slanting ended, and since there were no vertical door sprites made in that style I had no way of knowing how that was supposed to work. There's also the issue of the doors being not lined up with the walls so as to appear below them, which would somewhat defeat the purpose of an air-tight door. So I decided to make new doors and had to choose between either making all the doors slanted too, or making thinner doors that properly slid into the walls when opened, but in both cases lining them up with the actual tops and bottoms of the walls. In attempting to do this they ended up having that "floating" effect as I kept the doors centered between the walls and their spot on the floor.
Ultimately I made both kinds of doors - the new space airlocks use slanted door versions. Some examples:
Despite the effort and justification though, I understand why people think the doors are floating. Did I simply try too hard to make the horizontal and vertical doors match each other?
I've been told by cogwerks that giving the horizontal doors a pixel offset to line the door bottoms up with the wall slants actually makes them look a lot better, though I haven't actually seen it. Something like this?
This is just with the regular/glass doors moved down by two pixels, and the slanted airlocks by one. It already looks better (though my autism gnaws on me for that dead zone above the doors like on the old-news, but I'll live).
Pixel-offsetting the vertical doors is planned, though if you still think they look subpar I could make some new and hopefully better ones (I don't especially want to, but I will if necessary).
My reasoning behind the new-new doors was that the old-new doors didn't match the new perspective of the walls. The slanting of the walls doesn't extend all the way to the bottom of the sprite; it stops mid-way down and is extended by some kind of padding stuff, and the old-new doors went past where the slanting ended, and since there were no vertical door sprites made in that style I had no way of knowing how that was supposed to work. There's also the issue of the doors being not lined up with the walls so as to appear below them, which would somewhat defeat the purpose of an air-tight door. So I decided to make new doors and had to choose between either making all the doors slanted too, or making thinner doors that properly slid into the walls when opened, but in both cases lining them up with the actual tops and bottoms of the walls. In attempting to do this they ended up having that "floating" effect as I kept the doors centered between the walls and their spot on the floor.
Ultimately I made both kinds of doors - the new space airlocks use slanted door versions. Some examples:
Despite the effort and justification though, I understand why people think the doors are floating. Did I simply try too hard to make the horizontal and vertical doors match each other?
I've been told by cogwerks that giving the horizontal doors a pixel offset to line the door bottoms up with the wall slants actually makes them look a lot better, though I haven't actually seen it. Something like this?
This is just with the regular/glass doors moved down by two pixels, and the slanted airlocks by one. It already looks better (though my autism gnaws on me for that dead zone above the doors like on the old-news, but I'll live).
Pixel-offsetting the vertical doors is planned, though if you still think they look subpar I could make some new and hopefully better ones (I don't especially want to, but I will if necessary).