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Tiled Textures Disappearing
Posted:
Thu Jul 16, 2009 4:08 am
by OmniArts
Hey,
Currently I'm working on a hack n slash rpg (as some of you may know)
In the game there are about 7 different ground textures which are in the one tiling group.
Tiling these over the top of each other causes the textures to disappear in some places while in game, but other areas work fine.
Does anyone know why this would be happening?
Would the only solution be to split the textures into 7 different groups
( i hope not, lol, trying to conserve time here!)
Re: Tiled Textures Disappearing
Posted:
Fri Oct 23, 2009 2:35 pm
by krenisis
thats good question its happened to me too but i dont think it would be good if u made 7 different actors for each tile group its more like a random bug gameeditor has..best thing maybe to do is do as much drawing as u can in the background actor and only use tiles in events where u need actor to collide with tiles to increase movement ..the graphics in games u make are real good to be honest the tiles disappearing at certian points benifit u from the standpoint of making the game easier on the processor....try making it bitmap instead of png. but that might slow game down give it a shot see what happens
Re: Tiled Textures Disappearing
Posted:
Sat Oct 24, 2009 12:37 am
by Hblade
You need to use sevral different texture actors, and have the next texture actor 1 zindex higher then the last one... for example...
- Code: Select all
zindex = last_actor.zindex + .01;
That should do it
The reason is, is because there not actually dissapearing, there simply overlapping eachother.
Re: Tiled Textures Disappearing
Posted:
Sat Oct 24, 2009 5:55 am
by DST
yes if you initialize a bunch of different actors/tiles without setting zdepth, then the draw order is based upon the actual array order;
the array order is either 1. based upon the order you added them to the sketch or
2. randomized.
Either way, draw order must be defined. The display is an additive canvas (just like the canvas actor) and the last thing drawn is always on top, because....it draws OVER the previous pixels.....
But this is relative to your problem. Do they simply disappear, or do others underneath show through? If they simply disappear and leave emptiness, then GE has the problem. If its like what we are saying, then you're asking the computer to draw two graphics in the same spot, and you have the problem.
The zdepth problem is not Ge specific. Other languages/renderers have the same 'problem' (it's not really a problem).