Ambrosia Garden Archive
    • Layer Difficulties with CS


      Hey everyone

      I am just learning the ropes to CS mapmaking right now, and have created an entire town, but I have a common reaccuring problem and my workaround doesn't work well.

      For a single example (there are many) I have layer called Buildings below the character (relative to the layer listbox) and when my player walks behind the building he is hidden which acts as it should, but when the player walks to the front of the building, his head is covered by the front of the building. I have the access dimensions set to the exact same dimensions as in Boberus city, and the ground dimensions are set to 96x96 which they should be (Bob. city uses that too)

      My workaround is just extending the access layer away from the front of the building more, which works, but in Bob. City you can get right up to the door and the house is underneath the player, but when the player walks behind the building he is hidden. (Smart Layering)

      Any idea what I'm doing wrong?

      Thanks in advance,

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      Graham Wihlidal
      Software Engineer
      Chronostorm

    • Hi,

      Is your "Buildings" layer immediately under the "<<PLAYER>>" layer? If not, it should be. Only the contents of the layer immediately under this layer is dynamically sorted (i.e. its contents can appear above or under the player, depending on the position of the player sprite). Any layer further down in the list always appears above the player.

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      Dee Brown
      Beenox inc. - (url="http://"http://www.beenox.com")www.beenox.com(/url) (check our new web site!)
      (url="http://"http://www.AmbrosiaSW.com/games/coldstone/")Coldstone Game Engine(/url) / (url="http://"http://www.AmbrosiaSW.com/games/pog/")Pillars of Garendall(/url) developers

      (This message has been edited by Dee (edited 01-24-2002).)

    • Thanks for the reply. That did it! I have to redo a bunch of things, but oh well. I can make the map more efficient than creating all these workarounds and all these layers. Let's say you didn't want dynamic sorting? Would you just create an empty layer underneath <PLAYER> and than have your actual layers under the empty one? Makes sense that would work.

      Thanks,

      Graham

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      Graham Wihlidal
      Software Engineer
      Chronostorm

    • I can't imagine why you wouldn't want at least SOME things dynamicallty sorted in every map.. Trees or plants or buildings all fit that bill... Rock outcroppings...

      _>Day<-

    • Imagine building a custom game though. You could (for a rough example) make a space game where you fly on top of everything. Sort of like Raptor: Call of the Shadows 🙂 -- I think that's the name heh

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      Graham Wihlidal
      Software Engineer
      Chronostorm

    • This dynamic y-sorting is accurately described on page 27 of the manual.

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      "Get back to work, you slacker!" - Duke Nukem