Comments (9)
I agree this is a problem and should be fixed. I ran into the same issue but was able to get around it with setting a layer property of 'group' to the proper z-index value and it worked.
from citrus-engine.
Indeed, it does the trick!
Also it seems the bug occurs often on a Mac but is very rare on Windows. What OS do you use?
from citrus-engine.
I am using Mac and Windows, but my target device is mobile, the problem occurs in all platform including Android and iOS.
"for in" loop to get object in hash map (such as object,Dictionary) doesn't get fixed order.
evllangelist's advice is a good solution, now I just use "L1,L2,..." as the layer name , then convert "tmx.layers" from object to array, that will get same order as my design in editor.
from citrus-engine.
Does the last post there help? http://forum.starling-framework.org/topic/tiled-maps-bug-objectmakerstarling
from citrus-engine.
I think it should, I think people has their own solution similar, but it should be fixed in CE.
from citrus-engine.
Yes it will be fix in the CE. I just have no time at the moment to test the best solution. I will try this one tomorrow and if it works well add it.
from citrus-engine.
I understand you. Maybe you can cut some functions, make CE small and you can easily develop it. For example, Flixel is a small excellent framework that is small and other people can add 3rd party tools libs. In my opinion, you added many particular functions for platform game genre but I don't think they should be implemented in CE. They should be made by game developer. Maybe you plan to make CE into a powerful platform game maker but I don't think game making tools like Stencyl is a good direction. More function more limitation.
from citrus-engine.
@blackgun, actually it's made for all types of games (I know you know)... the only problem is people see only one "starter kit" which is for platformers so people are inclined to think that CE = "platformer games only" (or they think "it must be hard to do anything else with it"), which is not true of course, and so they will only make platformers, or close to platformers, which is a shame because then newcomers will think the same, and the "games made with CE" page will not let them think otherwise at all...
Some are still brave enough and clever to have understood that CE could handle lots of other types of games ! I had a word with Aymeric about a new kit... just so everyone would see that CE is not and will never be platformer only - after that I think all that should be done is create new cooler demos, make other types of games with it, show Citrus's true potential (it's still pretty underestimated) .
Now , for what you are saying, you are talking about possible "extensions" or "plugins" right? That's a great idea because that means Aymeric will not have to handle the support for those plugins and people can contribute in other ways, but that also means some form of refactoring or something. I mean why the hell not for v4 :D jk though. I have no idea how feasible this thing is, one step at a time, let's all make sure people will no longer see CE as platformer only, I think that's one of the goal we should set ourselves (doesn't mean we shouldn't build platformers... the industry is still asking for platformers anyway.... but if you have an innovative gameplay idea, why not try it first with CE :)
from citrus-engine.
Yup, the platformer kit learns people how to create their own object, and how to use a physics engine which is a good starting point imho.
My idea with the CE is to support lots of things, showing that it is doable (example 3D Stuff), and if it's very used by the community improve it. This way I've direct feedback. For example I know that Away3D & AwayPhysics isn't used so I don't need to take time to support it (unless I've personnal projects/experimentations). But if someone would like to go this way, it's already integrated so he can start to improve it and contribute ;)
The bug is fixed now by the way!
from citrus-engine.
Related Issues (20)
- MediatorScene._poolObjects after scene cycle, has null. HOT 2
- Implement a 'remove()' method to PhysicsCollisionCategories.as HOT 1
- ObjectMakerStarling is using old QuadBatch HOT 4
- Feathers swc version problem
- rename _realState to _realScene in display list Scene
- Jump bug CE 3.1.12 + Nape HOT 2
- MathUtils
- ViewportMode.FULLSCREEN -> ViewportMode.SHOW_ALL
- GameInput : update CE's input package
- easy way to activate/deactivate objects
- Accessing undefined properties starling.contentScaleFactor HOT 7
- CitrusSoundGroup could be created like any other CE object, not only creating a custom class HOT 3
- FluidBox.as needs to be removed HOT 1
- SpriteArt/StarlingArt dragonBones code HOT 2
- CitrusStarlingJuggler (pausable juggler) per StarlingScene
- Get rid of linked list in the pooling system
- The classes should implement the functions of interface 'ISpriteView' HOT 1
- Camera onPostUpdate / enabled
- Create NapePhysicsCompound/Box2DPhysicsCompound
- Yay
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