Discuss Scratch
- Official_GameTeam
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100+ posts
layer hierarchy and more layer blocks
I am now realising that an empty “dummy” layer may be a bad idea… what is happening if you move a sprite to an emptied layer? does it create an other empty where it was? or is there now one less layer? how are clones working? do they automatically fill empty layer?
I may remove this part of a suggestion soon. what are you thoughts?
I may remove this part of a suggestion soon. what are you thoughts?
Last edited by Official_GameTeam (Aug. 1, 2022 20:29:03)
- musicROCKS013
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1000+ posts
layer hierarchy and more layer blocks
I think that empty layers would be confusing and hard to manage, so either find a sure, clear way to how they work, or remove that part entirely. I am now realising that an empty “dummy” layer may be a bad idea… what is happening if you move a sprite to an emptied layer? does it create an other empty where it was? or is there now one less layer? how are clones working? do they automatically fill empty layer?
I may remove this part of a suggestion soon. what are you thoughts?
- m4th154w350m3
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100+ posts
layer hierarchy and more layer blocks
or even better the way that “layers” are currently function is simple: each sprite and clone is having a different layer number. this number is controls if the sprite is seen “above” or “below” another sprite. you can be moving sprites up and down by layers, and they do displace other sprite when this is done. however, in a project with a many sprite, or many clone, it is not always not entirely not easy to know where is a layer-sprite. to fix this … ..
I think that it will be a good idea to be have a layer hierarchy, like the one for “costumes”. this will make it easy er to see and re arrange sprites on the layers. another feature that can be add with this, is the ability to make an empty “dummy” layer, with no sprite in it. this way a layer can be “reserved” for later.
finally, this 3rd suggestion only make sense if BOTH of the above are add to scratch: a new block:go to layer () if that layer is empty :: looks
(this is also a cool: thank Quantum-Cat for a concept)<layer () is empty? :: looks>
(layer number)
- Official_GameTeam
-
100+ posts
layer hierarchy and more layer blocks
yes, it's correct. the main post is now updated. please be letting me know about thoughts.I think that empty layers would be confusing and hard to manage, so either find a sure, clear way to how they work, or remove that part entirely. I am now realising that an empty “dummy” layer may be a bad idea… what is happening if you move a sprite to an emptied layer? does it create an other empty where it was? or is there now one less layer? how are clones working? do they automatically fill empty layer?
I may remove this part of a suggestion soon. what are you thoughts?
- Official_GameTeam
-
100+ posts
layer hierarchy and more layer blocks
yes, it's in the post now : )or even better the way that “layers” are currently function is simple: each sprite and clone is having a different layer number. this number is controls if the sprite is seen “above” or “below” another sprite. you can be moving sprites up and down by layers, and they do displace other sprite when this is done. however, in a project with a many sprite, or many clone, it is not always not entirely not easy to know where is a layer-sprite. to fix this … ..
I think that it will be a good idea to be have a layer hierarchy, like the one for “costumes”. this will make it easy er to see and re arrange sprites on the layers. another feature that can be add with this, is the ability to make an empty “dummy” layer, with no sprite in it. this way a layer can be “reserved” for later.
finally, this 3rd suggestion only make sense if BOTH of the above are add to scratch: a new block:go to layer () if that layer is empty :: looks
(this is also a cool: thank Quantum-Cat for a concept)<layer () is empty? :: looks>(layer number)
- m4th154w350m3
-
100+ posts
layer hierarchy and more layer blocks
coolyes, it's in the post now : )or even better the way that “layers” are currently function is simple: each sprite and clone is having a different layer number. this number is controls if the sprite is seen “above” or “below” another sprite. you can be moving sprites up and down by layers, and they do displace other sprite when this is done. however, in a project with a many sprite, or many clone, it is not always not entirely not easy to know where is a layer-sprite. to fix this … ..
I think that it will be a good idea to be have a layer hierarchy, like the one for “costumes”. this will make it easy er to see and re arrange sprites on the layers. another feature that can be add with this, is the ability to make an empty “dummy” layer, with no sprite in it. this way a layer can be “reserved” for later.
finally, this 3rd suggestion only make sense if BOTH of the above are add to scratch: a new block:go to layer () if that layer is empty :: looks
(this is also a cool: thank Quantum-Cat for a concept)<layer () is empty? :: looks>(layer number)
- ChooChoo62
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9 posts
layer hierarchy and more layer blocks
Why not just add the list as a tab in the Editor, and list layers as you would the costumes in a sprite; where they can be rearranged vertically to suit needs. That would make not just understanding layers themselves easier, but if a sprite wasn't on the correct layer, you could just drag it in the Layer tab, instead of having to fiddle with the layer blocks.
- Official_GameTeam
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100+ posts
layer hierarchy and more layer blocks
Yes. This is an of the ideas that I said . Layer hierarchy! ! Why not just add the list as a tab in the Editor, and list layers as you would the costumes in a sprite; where they can be rearranged vertically to suit needs. That would make not just understanding layers themselves easier, but if a sprite wasn't on the correct layer, you could just drag it in the Layer tab, instead of having to fiddle with the layer blocks.
- 8xa
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100+ posts
layer hierarchy and more layer blocks
Honestly, I desperately need this, therefore I support it. Currently, I am working on a project which requires sprites to be in very specific layers, behind some, in front of others… Etc. It can be very confusing to constantly add the “go to back, go forward, backward, front, and on and on and on”
- medians
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1000+ posts
layer hierarchy and more layer blocks
There could be:
([layer number v] of [sprite v])
(layer number ::looks)
(layer number of clone () of [this sprite v] ::looks)
(layer number of clone () of [sprite v] ::looks)
<layer () empty? ::looks>
go to layer () ::looks
if <layer () empty? ::looks> then
go to layer () ::looks
end
Last edited by medians (April 16, 2023 19:38:40)
- cs3868895
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1000+ posts
layer hierarchy and more layer blocks
This will totally make way more sense. The work arounds will be confusing as so….
Don't know why this isn't bumped but IT should be.
Don't know why this isn't bumped but IT should be.
- PaperMarioFan2022
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1000+ posts
layer hierarchy and more layer blocks
Alright, bringing this up.
- crstalgem228
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100+ posts
layer hierarchy and more layer blocks
supporting this! i've made my own topic about this not knowing there was already one, so instead of bumping my own, ill support the original. this needs to happen!