Objects not visible in top 2 layers of a frame?

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  • I noticed something in my frame. I have several layers (totalling 7). When I put any object (created or dragged from other frames) in either the topmost or 2nd from top layer, they are invisible. From the 3rd layer to the bottommost layer, they are visible. I have no events yet in this frame.

    What could be the source of this issue? I think I did not tinker with the settings of any of the layers but I don't know..........

    Edit:
    Yes, I have "Visible at start" checked for all layers and also all objects ("Create at start" is also checked) and what's funny is that I have objects in all layers already visible. It's just that when I add any new object NOW in top 2 layers, they become invisible when the frame is run while the older existing objects are still visible.

    What might have been the problem with the top 2 layers?

  • It sounds to me like you do have some of the layers checked 'hidden'.

    From the View part of the menu, check the layers toolbar and all the layers will be shown on the right side of the screen. From there you can set them to visible / hidden / or locked if you want.

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  • Actually, I have all layers unlocked and all are visible too. But regarding what you said, even if I click the eye icon to make it invisible, it is only invisible in the frame editor, when I run it, the layer is still visible. What makes a layer invisible is when you check the "Visible at start" of layer settings of each layer. I have tried unchecking all layers leaving either the top or 2nd from top layer as the only visible layer, they work (layer becoming invisible), but the problem with the objects' visibility is still there. I'm really dumbfounded as regards to this problem.

    Edit:
    Dude, if it isn't a big favor, can I also ask for some help in the other thread regarding ForEach object?

  • Check the scrolling coefficients. If you have them set different from 1 and your game is set to scroll somewhere else on start, it can appear that your objects aren't there. Also see if you have the Layer Object in frame, as that object has the ability to hide and show layers at runtime.

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  • hi, thanks for the replies.

    I found out that the problem isn't really about layers. It's about the number of objects limit per frame/level. I changed it to higher than the default 500 and it works.

    I do however discovered another issue after fixing that. My layers are like this (in order):

    front fence (should be "over" all other sprites/objects)
    player's level
    floors/other obstacles level (obstacles/floors are just solid color bars active objects)
    actual stage sprite (single sprite so I had to use floor/obstacle active objects)
    parallax1 (building)
    parallax2 (mountain farther than building)
    parallax3 (sky behind mountain)


    The player can't detect the floor/obstacles objects because they were in another layer. So I had to combine them. Is this really how it should be? or it's just working like this for me?

    And about the X and Y Coefficients, if I set them to less than 1 like 0.7 (and assuming the scrolling is centered on main player always), does that mean that for every pixel the player moves, that specific layer will only move 0.7 (70%) of a pixel and on the flipside, also scroll faster when the coefficient is higher than 1? I'm experimenting on the values but it seems weird that when I run the frame, before I even move the player, the parallax are already "moved" from where they were in the frame editor.

  • A handy workaround for the layer collisions is to have a separate collision mask object on a different layer and set its position to = your player, and then check teh other layer collisions using that instead.

    If you make your objects actives, you can use the layer object's feature Always: Sort by Y Descending to automatically make objects with a higher Y coordinate appear in front of others

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