In this update11
Full notes
Full Dungeon Flop update
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What changed
- Fixes
- UI and audio
- Performance
- Gameplay
Dungeon Flop changes
im so tired. this was a hard day. here, let him explain what we did. zomg im SO TIRED.
What We Did Today — Sprite Sheet Grid Cutting & Preview Pipeline
1. Locked the Core Goal
We committed to a data-driven sprite slicing pipeline, not Unity’s importer:
Sprite sheets are authored in-app
Slices are defined as rect metadata, not assets
Unity sprites/tiles are derived outputs, not the source of truth
This keeps modding, regeneration, and iteration sane.
2. Grid Cut Model: Simplified & Corrected
We killed the wrong abstraction early (important win):
Removed:
Cell width
Cell height
Padding
Final model:
Grid is defined by cuts (divisions) only
[c]xCuts = 0, yCuts = 0[/c] → whole image (1 slice)
[c]xCuts = 1[/c] → split into 2 columns
[c]yCuts = 1[/c] → split into 2 rows
Total slices = [c](xCuts + 1) * (yCuts + 1)[/c]
This matches:
Photoshop guides
Unity Sprite Editor behavior
Human expectation
3. Grid Slice Generation (Data Layer)
We implemented deterministic rect generation:
Uses texture width/height
Computes rows/cols from cuts
Produces clean [c]RectInt[/c] slices
No hardcoded pixels
No dependency on UI scale
This is now engine-agnostic slice data.
4. Preview System: Iterated Until Correct
This took most of the day — and it mattered.
Problems Identified
UI scaling mismatch
Anchors/pivots fighting texture space
Preview not aligning with displayed image
Confusion between texture space vs UI space
Final Resolution (Key Insight)
The preview must live as a child of the sprite image.
Once previews were:
Children of the displayed sprite
Using identical anchors & pivot
Positioned in texture pixel space
Everything snapped into alignment immediately.
✅ This is the correct solution ❌ Fighting world/UI conversion was the wrong path
5. Grid Preview Rendering
The preview system now:
Dynamically spawns overlay Images
Each preview slice:
References the same texture
Uses its slice rect
Is alpha-tinted
Perfectly overlays the original sheet
This gives:
Visual validation
Confidence before commit
Immediate feedback while adjusting cuts
6. Lifecycle Rules Established
Important behavioral decisions:
Changing sprite sheets clears previews
Previews are ephemeral
Slices are only committed when explicitly accepted
This prevents stale state and UI lies.
7. Architectural Direction Confirmed
We explicitly decided:
Sprites are cheap
GameObjects are expensive
Tilemaps are an optimization target, not a default
The pipeline now cleanly supports:
SpriteSheet → Slice Data → Sprite (UI, props, characters) → Tile (when grid placement is needed)
No duplication. No premature optimization.
8. Optional Future Enhancements Identified (Not Implemented Yet)
Identified but deferred (correctly):
Hover highlight on grid slices
Click-to-select slice
Commit vs preview toggle
Tile metadata binding
All possible now — none required today.
Net Result
By the end of the day you have:
A correct grid slicing model
A visually accurate preview system
A future-proof content pipeline
No Unity importer dependency
No asset spam
No dead abstractions
This was a foundation day. It wasn’t flashy — but it removed multiple future blockers.
Source
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