BluePhaze's Forum Posts

  • Jase00 they would most likely have to use similar method to what was proposed in this thread. HTML 5 has it's own set of challenges when it comes to Z-Order of objects. Mainly because it can be affected by so many things including parent object, container object, even opacity can have an effect on Z-Order due to the way HTML 5 renders in the browser.

  • That makes perfect sense, I did some testing and tried your method and mine. Mine can cause issues depending on certain scenarios. If I Split the sprite into two images, and make the bottom one solid, it works ok, but if you have larger sprites that are tall and you need to have them overlap when they are in front you get clipping or issues where the sprite is on top of the bottom of the object, but their head gets underneath the top portion of the object, which causes some real oddities. I think your method works great.

    You should do a Tutorial on that as I think it would help a lot of folks especially those doing isometric view or event top down type of games.

  • Awesome, thanks! I was just wondering, if all the items that the player can go behind are on a layer above the player, then all you need is to make all red sprites solid, and you can get rid of the green ones right? THe player will stop when they hit the red sprite, if they move to where they will be hitting the green they will pass behind the image.

    Sorry if I am dragging this out, I am just looking at a way to do it without swapping objects on layers to save a bit or resources.

  • You can use the names directly, you just need to put them in quotes in your events to use them. Works fine for me. Set Layer to "Main" works just fine.

    Ah, shinkan got it in before I did...

  • There is, it's what I am currently using. However if you got it off of steam, I don't think they have the 64 bit version posted to steam yet. During install of the download version from the Scirra web site, it detects if you have 64 bit or 32 bit windows and installs accordingly.

    Both versions are identical in features though so you are not missing anything using 32 bit.

  • We will need more information. Do you have a sample caps file or can you share details on what the new sprites do?

  • Ah, yeah, sorry, I am at work couldn't grab the capx. Is the issue something that I should change in my tutorial to keep it from happening to others?

  • Not to shamelessly self promote, but you can also check my wall jump tutorial, link is in my signature...

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  • Make sure your video card drivers are up to date as this affects canvas render. Also make sure your are using an up to date version of the browser.

    I would also put a sprite even if it's a simple square so you can tell is the canvas renders when the page does load.

  • Awesome, thanks! I wanted to make sure I wasn't going to kill the existing tutorial.

  • Hello All, I am looking to post the next couple tutorials that I have written up. But when I click the submit tutorial button, it still shows my last tutorial there. Do I just overwrite the text, etc... in order for a new tutorial to be made? I don't want to delete my existing tutorial.

    Thanks in advance, James...

  • Do your games perform better on mobile if you remove the text? Just asking to see if the text is really the peice that is causing your performance loss...

  • I don't know about a visible grid, but you can turn on the snap-to behavior and set the number of pixels to snap-to to get the same type of behavior just without the visible marks. Any object you click and drag to position will automatically snap to the grid based on the pixel size you chose...

  • I was thinking of something similar, but splitting all my objects between the two layers where the base or ground touch portion of each object lives on the lower level and has as solid behavior, then the upper portion of each sprite lives on the upper layer where my player can just walk behind it.

    Is there any performance hit for your method of swapping the layers for the sprite? Would it not work just to have all of the objects on the layer above the player, and just set a tile on the lower layer to solid that matches up to the bottom portion of the object? For example have the tree be on the layer above, but on the lower layer have an invisible tile that matches up with the location of teh base of the tree and set it to solid? Then you would not need to do any switching.

  • On the topic of Z-order, it can be very difficult in HTML 5 to accurately control Z-order due to the fact that Z-Order is affected by object hierarchy and container context as well. Not that it isn't something that the Scirra Folks can't get around, just saying it may be a bit more difficult than it was in CC.

    Even if you set the Z-Order priority for objects, they can be effected by their containers context as well as things like transparency settings... it may seem odd, but there are some seemingly wacky things that can throw off z-order in HTML 5.