foreground logic

digit2600

Member
think I figured out how to cheat foreground tiles...

i can't code asm for shit, but the logic is thid-
create tile type called foreground object

if player hits object, player pixel touching sets invisible (so player is behind object)

is this possible? what do the asm pros think ?
 

dale_coop

Moderator
Staff member
Yes you could use an "invisible" character animation, set it to a "Invisibility" animations type and assigned to a particular action step (for exemple "5"), with a animation speed and "end of animation" set to "GoToFirst"
And make a tile type "ChangeToActionStep5" (as did for the InWater topic).

Else you could just use a "Monster / Game Object" that looks like a tile... I think your player would be hidden by it when you go through it.
 

digit2600

Member
reason I'm avoiding using a game object is sprite count and tile space. .. it makes more sense to me at least for complex environments to just hide the players temporarily upon contact..
 

TurtleRescueNES

Active member
dale_coop said:
Else you could just use a "Monster / Game Object" that looks like a tile... I think your player would be hidden by it when you go through it.

Just my experience: I played around with tree branches as monster game objects hoping that I could get them to appear over the player, and it did not work. Once the player reaches a certain Y coordinate, the player appears overtop the monster.
 
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