Nice system. The performance should be fine, just loop through the tiles in a square that bounds your explosion radius. You could have a set of jagged-edge sprites around the holes instead of slopes, & could probably get away with a larger tile size in that case (since you're faking extra detail & won't see squares).
Hi,
I didn't understand your jagged-edge sprites thing (my english isn't very good).
However I did a try while looping through the regarding blocks :
[attachment=1:2r1nd3ux]slopesinholespic.png[/attachment:2r1nd3ux]
The player made a hole on top of it and my events created a nice slope on the upper left corner.
But that's very slow and my computer has an unpleasant tiny freeze when the hole is created.
You can try it here : http://canapin.com/construct/tolilo/05/
And that's with only one slope ! I didn't make the three other ones.
Here are my events :
[attachment=0:2r1nd3ux]slopesinholes.png[/attachment:2r1nd3ux]
It starts to be complicated !
I'm not sure why it is that slow : when the player shoot on a straight wall, it select all the blocks on the radius border : that makes around only 10 blocks, and we test for the presence of two blocks for each of these blocks. That makes my events iterate over 20 blocks.
Or maybe I have an issue in my loop. Maybe the "for each block" in my second function ?