paperjack

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  1. I think I understand what you mean: the player would be on layer 1, then you have the obstacles on layer 2, then you have a filtered layer 3. Layer 3 uses layer 2 as a mask, and layer 3 has always highest Z-order. Every frame, the image from layer 1 is copied to layer 3, creating the overlay effect. Is this correct?
  2. I'm not sure I understand how it's applicable to my situation. Should I have a layer with a filtered copy of the player, which is then masked only by overlapping sprites (which are determined by a separate method) ?
  3. paperjack

    Camera 2d

    I use this https://github.com/davidfig/viewport
  4. Thank you! Could you provide me with an ETA for the demo?
  5. Hello, I am making an arena shooter multiplayer game with destroyable obstacles. You can see a pre-alpha here: http://mechsgame.s3-website.eu-west-2.amazonaws.com I have encountered a problem I'm not sure on how to proceed on and I surprisingly couldn't find any information on similar issues. My game will have tall walls and other obstacles which can potentially cover the player's character. I would like to make an effect similar to RTS games, where an outline or a shadow of the player is visible on top of the obstacle. See the below picture to get an idea of what I mean. My player container contains several sprites. I have a few ideas on how to do this, but I do not think they are optimal. One is rendering the player container to a texture and using that a mask for potential overlapping obstacles, along with a filter. Secondly is just placing a simple GUI marker that shows where the player character is. In both cases, I am unsure on how to detect overlapping sprites. Is there an established solution for such cases? Thanks!