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#1

Variable Layer Priority

Archive: 2 posts


I know that in the Vita, there's a tool where you can set layer priority, ie. -20 through +20. Where having objects in the same layer, the higher value priority would overlap the smaller value object. However, it was not a logic that can be changed through gameplay.

Having a logic tool that can be adjusted during in-game would prove very useful. A "Variable Layer Priority" tool. This tool can adjust the variables on the priority value of that layer. So it can move from -100 to +100, the greater the value, the more it overlaps the lesser value priority objects.

A great example for this tool is having a flat 2D game, where things that are closer to the bottom of the screen would overlap the other objects. This would happen because, the lower the object to the screen, the more value it's priority increases. If any one has played Clash of Clans, Pixel Junk Monsters, the closer the character to the bottom of the screen, it overlaps the other, giving it a field of dept, giving you the impression that it's in front of the other object or the background.
2014-08-09 11:37:00

Author:
LoVeRiCe
Posts: 90


Ooh! This was one of my favorite features from LBPV that I hope/am sure will be in LBP3! I'd love to see what you have suggested be implemented although I doubt Sumo would create a new logic tool just for this...

The next best solution is probably tweaking the In/Out Mover so that it has a setting allowing it to either move between layers (like normal) or to change Layer Value Priority! A simple update that can further expand creative horizons for both 2D and normal (2.5D) levels! http://i.imgur.com/bjKCAej.png
2014-08-09 18:36:00

Author:
Bryan_Zuckerberg
Posts: 874


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