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Event graphics under character?

We know that event's character set/graphics can be used as the 4th layer since it's always goes on top of other layer.
So I was wondering if there is a way to make the graphics below priority? (under character's feet)

Because I happen to have this huge glowing square warp tile that always appear on top of my character then they are supposed to be in the ground.

Any help is appreciated ^^
 
I know this is a common mistake but the event corner is for event systems and the analysis and critiquing of event systems. Im moving this over to general Support, because this is a general support question. Just take a quick gander at the rules if you arent sure. Sorry for the confusion.
 
Ahh I think you can do so by setting the character to "Always on Top". This way, the character will be always above events, I believe. Or you can add the tile to the tileset and set its priority as supposed. ^^
 
It's there a box on the left hand side that determines where the event is? What I get out of this is kind of like a savepoint or camp site or something where you stand on it and thats when you can accsess things. (I know thats not what you mean) but I think you can just set it to below or something. It's like setting birds or bugs or something that flys, you have to set it to above or something.
I'm flying off the tip of my hat here, so I could be wrong.
 
@pokemaniac
The drop down box on the default Set move route is grayed so it can't be change. But by doing an event that makes the Player, Always on top, the player will literally be on top of everything even over the tree o.o

@orbit duke
Yeah the left side options which are
Move Animation, Stop Animation, Direction Fix, Through, and Always on Top

I need something like the opposite of Always on Top and will make the event 'Always on Bottom'

Thanks for the input o.o
 
you can make an event around the portal. When player steps on space surrounding the warp, set off player is always on top. The when he steps on a surrounding event of those previous events, change it to normal. Its not very efficient but eh.
 
^ what he said, but more efficiently.
make a 'circle of events' around the portal. When the player steps on one of them, flip the switch 'player on portal' : from ON to OFF / from OFF to ON.
now check:
if ON- set player to always on top.
if OFF- set the player 'always on top' OFF.

Now, just make sure the event works only when the player is walking towards the portal. A player might decide to walk on the row of events above the portal and never step on it, and end up 'always on top' forever. Do all the above in a cond. branch: if player is facing up/down/left/right, depending on the event's location. Then, in set move route make him 'step forward' so he's standing on the portal.
 
Oh okay thanks, it's worth a shot ^^;

I find it kinda funny how we often take for granted of simple stuffs like this when we play games o.o
It's actually hell to make it happen @.@
 

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