Image by setting the x and y offset values. If you want to have the background scroll in a direction, you can set the horizontal and/or vertical speed too (each game step it will move along the given access by the number of pixels that you set here), and you can also re-position the background If you do choose a sprite, then you can tick the tiling options to tile it horizontally or vertically, or to make it stretch the image to fill the whole room. If you do not assign a sprite for the background layer image, this is what will be drawn instead, and you can click the colour box to open theĬolour picker and change the colour used. When you create a new background layer it is empty by default and so draws the defined background colour. This will add the new layer, and then open up the background You can add a new background layer by clicking on the button. NOTE In the actual editor window where you place the different assets on their layers, you can hold down " P" + click anywhere to instantly select an asset and skip to the layer that it has been placed on.īelow you can find an overview of each of the available layer types as well as the editable properties for that layer: You can also lock layers so that they cannot be edited by mistake using the lock button. If you place the layers on top of a layer folder, they will be moved and set as sub-layers of the folder you dropped them on to. ![]() Note that you can drag layers up or down in the window to re-order them, and you can select and move multiple layers too using either + to select from one layer to another (including all those in between) or / + to select layers one at a time. You can then choose to have the sub layer inherit its properties from the parent layer, and also set whether it should inherit the visibility from the parent layer. If you choose to add a sub layer, the new layer will be created under it, tabbed to the right. Here you can open the layer properties window for the selected layer, delete the layer, rename the layer, or add a sub layer. If you right-click on any layer you get the layer menu: Anything placed on a layer outside that range will not be drawn although all events will still run as normal for anything on the layer. IMPORTANT There is a minimum and maximum layer depth of -16000 to 16000. Layers are drawn from the highest depth to the lowest, so a layer at a depth of -100 will be drawn over a layer with a depth of 200. All layers will have a depth value, which defines where in the draw order that layer will be placed when its contents are rendered in the room. You can also delete one or more selected layers by clicking the delete button. To help with ordering your layers and keeping them tidy, you can create groups of layers in a layer folder by clicking the folder icon. You can also use or / and left click on multiple layers to select them for duplication or deletion (these options are also available from the right mouse menu). ![]() If the room has inherited layers from a parent room, you can toggle the inheritance from the button at the bottom, but note that this will affect all layers (see here for more information on inheritance). You can rename any layer from this editor by doing a slow double click on the name (note that you cannot use anything except letters numbers and the underbar "_" character for names) and you can also switch its visibility on or off by clicking the eye icon. The image above shows the layer editor, with the current layers being listed at the top, and the different buttons for creating layers at the bottom. You can also toggle the layer's visibility, with invisible layers not being processed at runtime (but you can make them visible again at any time using the appropriate layer function). Each type of layer has its own properties window where you can set different things depending on the layer type. You aren't limited to the number of each type of layer, and can have multiple tile layers, or path layers, or instance layers, etc. Layers can be added, removed, and sorted from the Layer Editor, and come in a variety of different types, each with their own set of options and way of working. Everything that goes into the room you create in the Room Editor is placed on a layer.
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