AscensionGameDev / Intersect-Engine

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bug: Animation Rendering Above Fringe #430

Open scalyone opened 3 years ago

scalyone commented 3 years ago

Describe the bug I am having trouble rendering buff animations that appear above the player to render below the fringe layer. Using Upper Layer and Render Below Fringe I get my animation to appear above the player which is my desired effect however it appears above the fringe as well. When I swap to Lower Layer and choose Render Above Player I get the same exact issue. The only way I've managed to get it to render below the fringe is to have it rendered below the player which is what I'm trying to avoid.

Version Encountered 0.6.2.0

To Reproduce Steps to reproduce the behavior:

  1. Go to ''Game Editors'
  2. Click on 'Animation Editor'
  3. In 'Upper Layer (Above Target)' click 'Render Below Fringe'
  4. Create a resource by going to 'Game Editors'
  5. Click on 'Resource Editor'
  6. Make sure 'Below Entitites' is not checked.
  7. Use an image that's large enough for your character sprite to walk under.
  8. Save it and place it on the map.
  9. Use a character and have the animation played on the character while standing under the resource.

Expected behavior The expected behavior is that the animation plays under the fringe layer. It looks very odd when the player is underneath the fringe but the animation plays above the fringe.

Screenshots Animation Gif

Editor Settings

Logs N/A

Operating System: Both on Windows and Ubuntu

Additional context N/A

Cheshire92 commented 3 years ago

You're mentioning resources and fringe layers as one thing. But can you confirm this also actually happens when below a fringe layer?

scalyone commented 3 years ago

Yes the above gif looks identical when choosing 'Lower Layer (Below Target' and selecting 'Render Above Player'.

jcsnider commented 3 years ago

I can confirm that the 'Render Below Fringe' option is working, as the word 'Fringe' only refers to the 2 topmost layers of Map Tiles (not resources).

So the real bug is that we have an undesired render order between player animations and resources... without excessive looping on the client this might be harder to fix, and even if we rendered the animations with each player perfectly I can foresee some other layering issues. I will have to revisit at some point when I have more time to really dig into this.