Oh? I haven't had that problem. When you create a new state, the Z-order will be initially copied over, but you can then alter it on either state without affecting the other. That's one of the big reasons I settled on this program specifically. I hope I've explained that well and that it helps.
cloverlilly
Recent community posts
https://itch.io/t/5369064/layers-are-unintuitive-and-badly-implemented-any-help
This is the thread where the dev went in-depth on layer order.
The basic idea is that it's all relative and in a tree, rather than absolute in a list the way krita or similar art programs use, so keeping everything at 0 should stack each child sprite one layer above its parent, while lowering the child's Z-order would stack it below.
I love this program, but it took me way too many confusing clicks to realize that 'add normal' and 'delete normal' are reversed in the context menu; that is, 'delete normal' opens the window to add a normal map, while 'add normal' simply deletes the attached normal map, or the sprite itself if there's no normal attached. The only reason I discovered exactly what was happening, was that I spent all last night learning how to generate and edit normal maps.
Please make sure that when you correct this you add it prominently in patch notes or I, personally, might make some very frustrating errors lol.
Glad this thread came up in a search.
This response helped me to understand how this style of layering works, as someone who has been using drawing apps, which function solely on the order that layers are displayed on a list (krita, et al). So, thank you for responding to their question, it was a very frustrating problem because it really felt like either I was missing something (which I was) or something was broken. -jj
edit: Wait this was AN HOUR AGO? It was like the fifth result on google. How
In first person mode (90 degree turns), when I turn, all of the light sources (lamp, event flashlight, etc) visibly move, e.g. when you turn to the left they move slightly to the right of where they're supposed to be, and when you turn backtow3ard them, they jump back to the intended placement. Is there a way to prevent this? It's kind of jarring.