Here is a pretty basic example. Just a tilemap and a sprite. No addons nor behaviours.
The issue comes when creating objects.
In the event sheet, I just have so far:
On start of layout >
Repeat 5 times >
- create troop
Now, the problem:
- If there is at least 1 sprite instance, tilemap shows up and those other 5 sprite instances get created.
-If there is no other sprite instance, tilemap doesn't show up at all and no object/instance is created.
-If there is no sprite instance and neither the system object creating event, tilemap shows up (with no other sprites, for I didn't inserted on layout nor created through events).
- I have to recalculate every pick and count with a -1 or +1 depending on which evaluations/comparisons are needed for the events to trigger and later on it causes several issues when adding subsequent events. Moreover, in order to make it behave as the rest, some events at first are needed to position that first instance in the way the rest are on being created, set angle,...
- If I add an event to destroy that very first instance, it seems even not to create the other instances.
- Disabling that only event (creating objects) makes tilemap shows as it should, even if the troop instance was deleted and no sprite instances are left onto the layout. But I need to have those sprites on screen, so it oblies me to insert in advanced every instance that will appear on game and keep changing visibility/opacity all the time, etc...
There is some relation between tilemaps and creating instances on layout I don't get.
As much as I read, can't find the point I'm missing.
Why would the existence of an instance onto the layout screen interfere with an event whose condition doesn't involve that object?
Even worse- Why would the existence of an instance (sprite) on the layout screen interfere with the visibility of another object (tilemap) in a different layer, with no event relating them?