Trainyard art request, round 2
From your callouts 01–10 on 2026-10-05. Four images need redrawing. The rest of what you circled was my placement code and is already fixed (listed at the bottom so you don't redraw it).
The rule for every image below
- Nothing touches the canvas edge. Leave at least 12 px of fully transparent margin on all four sides. Every "cutoff" you circled is an image whose painted pixels run into its canvas edge, so it ends in a straight line in the game. QA check: no pixel with alpha above 200 within 12 px of any edge.
- Each object is complete: both ends, the whole top, and down to where it meets the ground or rail.
- Same camera and scale as now: seen from the track, slightly above. Keep the content about the same height on its canvas as the current file, so the in-game size doesn't change.
- Same file names and paths in
Trainyard-v2/world/occluders/. Update each image'spixelsandcontent_bounds_alpha_8inmanifest.json; the import script reads its ground line from there.
1 · Locomotive flank redraw
Callouts 07, 09, 10. The roof is sliced off flat (41% of the top edge is painted) and the near end is cut by the right edge (91%). In callout 09 you can see three cut sides at once.
- A whole parked locomotive seen from the track, from the cab end to the far end: complete roof, both ends, bogies and wheels down to the rail.
- Drawn for the left side of the track (near end toward the left). I mirror it for the right side.
- Canvas 720 × 580 (wider than now, to fit the whole car). Rail line about 16 px above the bottom edge.
2 · Tank flank redraw
Callouts 06, 08. The tank's top is cut (22%) and its near end runs into the left edge (90%). Placed back from the screen edge, that straight cut shows.
- A whole tank wagon from the same view: the full round top, both domed ends, the walkway, bogies and wheels to the rail.
- Drawn for the left side, like the locomotive. Canvas 720 × 580, rail line about 16 px above the bottom.
3 · Tunnel arch redraw
Callouts 03, 05, 06. The right wall is sliced off (72% of the right edge is painted), so the portal is lopsided.
- A complete, symmetric portal: left and right walls finished with end pillars, the parapet across the top, the opening clear down to the track.
- Canvas 560 × 444 (a little wider than now, for the finished right wall). Foot of the walls about 16 px above the bottom.
The huge flat-topped arch in 03 and 05 was mainly my code: the arch kept growing as it passed the camera. It now fades out as it reaches the runner.
4 · Fence with lamp small fix
Callout 02. The top rail runs into the left edge, so each fence piece starts mid-rail.
- Finish both ends with a post, so the piece reads as a whole fence section.
- Same canvas, 457 × 444.
Fixed in code, no art needed done
- 01, runner over a train: a train could land in the runner's lane with no free lane beside it, or arrive while the runner was mid-dodge, so the runner ran through it. Now a train only goes in the runner's lane when a neighbouring lane is clear, and the runner always sidesteps it, cutting short whatever move it's in.
- 04 and 10, the catch: the yard now clears when the inspector catches the runner, so nothing covers the capture and the inspector doesn't stand on a locomotive.
- 03 and 05, the giant arch: overhead pieces fade out as they reach the runner, and side pieces fade as they pass the camera.
- 08 and 09, flanks facing the wrong way: the code mirrored every side piece for the right side, so the locomotive (drawn for the right) showed its cut end toward the middle on both sides. Sided art now goes only on its own side. Once the redrawn flanks arrive, both can be used on either side.