I've been learning a lot about the engine, and some aspects like making the water look like in the Example project took a bit of time, and a few other things stumped me for a bit as well, but now I am stuck with how to use static sprites in the "Objects". I was looking around for how to add a door to the inside of a building, or anywhere else for that matter, as the default tileset doesn't seem to include one. While looking through the sprites available while adding an "Object", and choosing "Fix Sprite" there seems to be a sprite sheet for things like Doors, Signs, and even levers. I haven't tried signs or switched through this yet, but based on my experience with trying to use a door one, I feel like I'll just run into the same problems with those. So, if I choose "doors.png" as the sprite sheet, and then choosing one of the doors available, then using the transformations to make it flush against a wall, it appears perfect in the editor, looking like the door I choose from the selector, but when testing within the game, it seems to change the door to the one on the very bottom of the sprite sheet and not the one I choose, I am trying to use the top left one if anyone is curious. I've been trying for a bit now, trying various options available in the object editor there, such as unchecking "direction fix" so that it never changes, and the other checkboxes. The closest I got is by trying to use a "Move Objects" reaction to change which compass direction the object itself is facing, but that also seems to be weird, as if I say choose "south", it will still alter the appearance of the sprite to look different each time this reaction is run, which is odd, as south is well, south, so shouldn't the displayed sprite in this case always be consistent? I am just very confused on how to use these special sprite sets of doors, signs, and switches, and feel that they would be incredibly useful if I only knew how to make them always appear consistent. I feel that if I create a sign post using this method, it will keep changing it's appearance on me and not be consistent. I current create signposts using the one from the tileset itself, and then make an invisible object under it to make the sign's text appear correctly. Any help on this would be greatly appreciated.
This is probably not the best place to ask, and I don't really want to be rude, but what is the status of this game engine at the moment? Is a 3.0 release still expected soon? If I click the "Next Update" link, I just get a blank page, and out of curiosity, I turned on the web console, and noticed the web page is giving a TypeError, which is probably why it is no longer working.
UPDATE: So after some further testing with signs, the fire, and the switch, they all seemed to have worked fine, looking the same in the editor as it does in the game. I went back to place a door on the same map as those tests, and low and behold, it worked, the door appeared the same in the editor as it did in-game. I then went back to the other map where I was trying to place my door before to try and replicate the exact same object settings, only for it to act the same. Now I'm wondering if this map is corrupted in some way, as when it loads in-game, these sort of sprite objects don't work as they should or work the same as they do on other maps. I'm glad that I figured it out, but also a bit disappointed that it doesn't work on the map I originally wanted to place a door onto. Could this be a tileset issue of sorts or something? As the map where it works fine is the default outdoor grassy area, and the map where it seems to be buggy is an indoor tileset. I'm still trying to pinpoint the actually cause without ruling it as a corrupted map issue. I'm going to try creating a fresh indoor map and trying to place a door again to see what happens, and if it does work, then I'll make another update here to say that this question I've had is probably just because of a corrupted map.
UPDATE 2: Well, I figured out the cause of the problem, but it doesn't make any sense. The only other difference between these maps is the default camera for each map, as I am using this game for testing and learning the engine and such, I decided to make this interior map use the Isometric camera mode, and that is the camera selected in the map settings. For some reason, if this camera mode is selected, it makes doors, and perhaps other similar objects not render correctly in-game. Once I put the camera back to the default one, and the same one used for the exterior area I tested these objects in, all the test door objects I placed rendered as they should in-game. How could a camera setting affect these sort of sprite objects in a way to change their appearance to a different one from the set? So, in closing, to reproduce this weird bug, create an interior area, select the isometric camera in the map settings, and place a specific door into the map, then visit the map in-game to see this issue happen. This bug does not appear to affect non-object sprites selected from the tileset, and it does not affect NPC sprites, as I had a character in the area which was working as expected, it just seems to affect objects which use sprite sheets that are meant to only render a single frame, such as doors and perhaps signs and such.
UPDATE 3: I also wanted to just mention that it is not related to the camera rotation and how some sprites face the camera, as when I use the default Outside camera, or even with the isometric camera, I can use the left/right arrow keys to rotate the map, and all the doors keep their same sprites regardless.
Thank you very much for your post. Yes it seems like a bug. It is noted it and it will be fixed for 3.0. I also fixed the issue with website next update thing. For now this page is just showing the progress of next updates in %. You can see that 3.0 is for very soon (very begining of 2026). The release itself is actually ready, we are just improving and fixing it with the Discord community before the official release!