Having some serious problems with layers.. about depth
Hey guys ,
So in my RPG game , I'm having some trouble with layers
see, to imitate depth in the game I'm using darrens method that uses "front" animation and "behind" animation for the same hero , so that when the hero is behind objects it uses the "behind" animation that is placed in a lower layer in the secne ,
and when the hero is in front objects it uses the "front" animation that is placed in a higher layer in the scene .
And thats fine , and it works , but it has limitations ! and a serious ones...
See , every object/enemy in the game check if the hero is "in front " of him or "behind" him upon collision by comparing
the Y values , the problem occurs when the hero is colliding with 2 objects that are too close to each other ,
the result is a big mess !
I made a short video to explain what i mean, for the demonstration , ignore the fact the the hero can move through fences

Now the way i see it , the best solution will be to make the objects/enemies jump layers above or below the hero ,
instead of jumping the hero animation , but obviously i can't make 2 animation actors for every object and enemy ..
and unfortunately GS don't give us layers options ..
if anyone has a suggestion or a different idea for it to work properly please comment !
And if GS has a plane to give us layer behaviors in the near future ill appreciate if a chef can tell us about it..
Roy.
So in my RPG game , I'm having some trouble with layers
see, to imitate depth in the game I'm using darrens method that uses "front" animation and "behind" animation for the same hero , so that when the hero is behind objects it uses the "behind" animation that is placed in a lower layer in the secne ,
and when the hero is in front objects it uses the "front" animation that is placed in a higher layer in the scene .
And thats fine , and it works , but it has limitations ! and a serious ones...
See , every object/enemy in the game check if the hero is "in front " of him or "behind" him upon collision by comparing
the Y values , the problem occurs when the hero is colliding with 2 objects that are too close to each other ,
the result is a big mess !
I made a short video to explain what i mean, for the demonstration , ignore the fact the the hero can move through fences


Now the way i see it , the best solution will be to make the objects/enemies jump layers above or below the hero ,
instead of jumping the hero animation , but obviously i can't make 2 animation actors for every object and enemy ..
and unfortunately GS don't give us layers options ..
if anyone has a suggestion or a different idea for it to work properly please comment !
And if GS has a plane to give us layer behaviors in the near future ill appreciate if a chef can tell us about it..
Roy.
Comments
To reduce the problem i added 2 more layers , 1 at the top for objects that will always be in front of the heroes and 1 at the bottom for objects that will always be behind the heroes , but thats solve only the static actors on the edges like fences, trees and walls , still have this problem with all the others
Also it would be nice if GS can tell us if they are going to add some behaviors to control actors relative to layers in the near future !
Roy.