Hi there,
I was wondering if there was some kind of method of placing backdrops to appear in front of active objects without using an active object in place of a backdrop.
Any ideas?
Hi there,
I was wondering if there was some kind of method of placing backdrops to appear in front of active objects without using an active object in place of a backdrop.
Any ideas?


Layers.
Put the Backdrops on a layer thats on top of the layer that the Active Objects exist on.
Then the collisions wont work...
I would have thought if they where in their own layer they would not collide.
Would be nice to have an event like "X is colliding with backdrop on layer X" then wouldn't it.


Put the backdrops on two layers then!
One on the same layer as the Active, and one in-front.
(Sigvatr never said they wanted collisions...)





Another method maybe is to move everything to Layer 2. Then when the time comes for you to move things behind the backdrop objects, move your active to Layer 1 for the time, then back again when you need your collisions again.
It all depends on the kind of game / reason you want to do it.
But the problem with using layers is that it make the counter objects dissapear behind them when your standing still.
And not even putting the counters on a higher layer level helps it just keep making them disspear behind.
Clicktema really need to fix this problem, cause its really annoying with it doing that.
I had to start my currents project again because of that stupid layer thing.
It completly erased all my events when i removed the layers. }![]()
You could use two layers. One layer would be the backdrops you want in front, the next layer would be the backdrops that need to collide with the player.
And doesn't the layer object allow collisions in different layers?
This is not a bug, untick "display as background" and your counter will apear correct.Originally Posted by Martin_R_Bodger
ALSO: objects that created at the editor or at runtime are sorted that means, that an object that you created earlier will be overlapped by a new one if you place it over it or if it is on a higher layer.
Create one Layer for the sky, one for the background like mountains etc. then comes layer 3 your actual level with the enemies and the player and all objects you can pickup. Then comes layer 4 which is the overlay, something that overlaps the player, like columns, tunnels etc. then comes layer 5 which is foreground, things that scroll by fast (does not fit always) and finally the layer for the HUD which contains the scores, the lives, all ingame messages, etc.
Hm. Dunno if it was improved, but last time it checked, my FPS already halved when I had more than one layer.