How do I, if there is a way to, keep my layers' settings consistent thru layouts?

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  • Ok so batch editing then.

    If layers get a new "Batch Edit" or whatever checkbox, then all changes made to them will affect all other layers in the project with the same name? Somehow including layer order/structure with an error if it can't be done?

    Honestly I'm fine with that. Functionally it's the same thing. 👍

    Template Layer was only suggested because it "is literally copy/paste of global layers but with less features," and it is far less error-prone, but clearly we're at an impasse about that and there's more to it.

  • Why not allow us to add layer effects at runtime? This would be a lot easier, I've done engine hacks in the past that let me do it, and it would completely skip the whole problem if we can just setup all the layers at runtime manually.

    Oh please no, that is still very convoluted, we need better. This would maybe be nice for other cases but not as a solution for this.

    Ashley I'm not sure exactly what is meant by batch changes, but could that still work in combination with the templates idea?

    I could be wrong, but it sounds like they're asking for something like this:

    I had imagined this per layer not per layout but that actually makes a lot of sense for solving my original problem.

    having the option to just make the changes at runtime means we can just generate all the layers on startup which is also a good option and completely eliminates the problem.

    It isn't? It would be very odd to work with.

    Somehow including layer order/structure with an error if it can't be done?

    I think that that is not needed, the same way layer hierarchy doesn't affect global layers. BUT you've just reminded me that I originally created this thread not only because editing layer properties across layouts was getting bad but also because editing the entire layer hierarchy was, so that is important too.

  • I mean it's a different way to work with this, but it's far from a bad idea. This means you can put your assets wherever you want without having to think about layer order as a final thing and you can make the decision for how layers are structured at runtime.

    I did that for one of my game and it made level design super easy specifically because I didn't need to set up any complex layer system at edittime and I could just create everything on layout start and be sure that everything would be set up correctly.

    Although I do agree that batch edits would be a good idea too don't get me wrong. But being able to fully create layers at runtime including the effect stack and all its properties mean you can make a function that creates a layer template for anything, including with template elements on it.

  • Maybe I don't understand your situation, but wouldn't better planning solve your problem? Maybe know exactly what you want before making too many levels that might need changes?

  • Maybe I don't understand your situation, but wouldn't better planning solve your problem? Maybe know exactly what you want before making too many levels that might need changes?

    Are you asking me or skymen?

  • I mean if we could plan perfectly and never make mistakes we wouldn't need most things.

  • Are you asking me or skymen?

    You and anyone with similar issues. I'm not trying to be argumentative, nor negate the usefulness of your ideas for C3. My intent was suggestive and I'm only trying offer some helpful advise. You don't know what you don't know. If you had never worked for a studio before, maybe you are unaware most studios have development workflows that would help you avoid the issues you are having now. Best practice is doing all the planning, pre-production like design and prototyping before moving into the production phase. If you already know this, great! If not, I hope it helps.

    fedca I mostly agree, but not what I meant.

  • You and anyone with similar issues. I'm not trying to be argumentative, nor negate the usefulness of your ideas for C3. My intent was suggestive and I'm only trying offer some helpful advise. You don't know what you don't know. If you had never worked for a studio before, maybe you are unaware most studios have development workflows that would help you avoid the issues you are having now. Best practice is doing all the planning, pre-production like design and prototyping before moving into the production phase. If you already know this, great! If not, I hope it helps.

    fedca I mostly agree, but not what I meant.

    No need for all the apologizing, it's ok. I do disagree tho, it is a big process of trial and error. There is a reason software like these are called "editors" not "creators" tbh.

    The usual workflow, as you said, is to prototype first. You make a barebones version of everything you imagined and then you slowly develop all the things to a more and more finished state. But that means a lot of editing, not less editing.

    As for skymen's take, I just think an engine's interface is all about you not having to do everything from scratch in a text editor.

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  • No need for all the apologizing, it's ok. I do disagree tho, it is a big process of trial and error. There is a reason software like these are called "editors" not "creators" tbh.

    The usual workflow, as you said, is to prototype first. You make a barebones version of everything you imagined and then you slowly develop all the things to a more and more finished state. But that means a lot of editing, not less editing.

    As for skymen's take, I just think an engine's interface is all about you not having to do everything from scratch in a text editor.

    Mistakes happen, but all the trial and error should happen in prototyping phase, but you moved into production when you created many levels that you now have to change. In the production phase, all you should really be doing is reproducing your successes.

    It's a little like putting the cart before the horse, but you want the cart manufacturer to build you a crane so you can more easily move horses around, because in the back of your mind, you know you'll probably put the horse in the wrong spot again. I'm just suggesting to put the horses first so you won't need a crane.

    You work however you want to work though and do what's best for you. You like the entire process to be trial and error, that's fine. I was only making a suggestion in case you were unaware of am more established way of working. I'll stop wasting your time and let you all get back to brainstorming solutions. I wish you success with your app and getting this new feature added to the editor!

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