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higgle2piggle

Animation Priority Layer

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Thats called a "Z-Index", or as I like to refer to it, "Flat".

 

Its not something that is built into the engines as the Animations always render on top of the Event.  You might have another even UNDERNEATH, then apply your animation to that event which might cause the animation to appear below.  Havent dug that far into animations so its probable they will always appear on top of Events.

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Animations consist of regular sprites so there's no reason why you couldn't manipulate their z value. However this would require you to go in the depths of the engine, as animations are not handled by the base engine (what you can see in the script editor), but by the layer beneath (the DLL). So, yeah, it's kind of difficult in the extent that it's a guessing game with the hidden part of the engine. Why would you want to display animations under characters anyways?

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The reason I wanted a z index with animations Is because I wanted to do things like terrain animation when walking, dirt dust under feet, water splash under feet. Animations to go behind tileset priority. It would just be a helpfull things to control. And easy to build using animation tool directly from the engine

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I see. The best solution would be to bind the animations directly to the tile sprites, but the problem remains the same since the Tilemap class is hidden as well. I might look into that when I have some time, might make nice effects indeed.

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