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I was testing something, and i found out that all characters are placed in the same layer. Actually this layer is not an editable layer, because i can't add other layers. So characters cannot fly over many tiles or other characters. Same for access and events, i need more layers. Walking and flying characters just don't work well together.
Please tell me i'm wrong, that it is really possible without much programming, or it is a feature in the registered (or updated) version.
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You are correct, all entities are placed in the <<Player>> layer, this is the way the engine works.
There is no real way for characters to fly, even when characters have no collision they are regulated by the grid/access.
A glitch you may be able to exploit, it was reported a while back that characters with speeds over 24 negate collisions, this mainly occurs with object collisions ie picking up gold ( objects can be used to block access )...whether this applies to walls/access tiles i'm uncertain.
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If you deleted your walking character and replaced him with a figure in a soaring position (feet don't move, etc.) and at the same time place all stamps on the layer beneath the <<PLAYER>> layer, and remove access limits, the hero will now fly above the map. If you don't want the hostile creatures to be able to strike him in the air, the NPCs all have to be replaced with docile ones or, better yet, replaced with stamp animations which the player can soar above.
This change can all be done in one event or you can have two portions of your map, one ground, one air, set up to look alike. When the player takes to the air, he is actually teleported to the other portion of the map where the flying occurs. If this is not clear as to how it would work, I can elaborate for you.
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Well I'll just simplify certain aspects of the game. See teleporting might be possible, if the game would not be so complex, teleport would slow down the game and many things would become unlogical. Like the position of attacking creatures, it's impossible for an arcade shooter, it has to be realtime action.
The best solution I can think of, is to put all graphics in the background, below the player layer. I've already got transparent clouds, fog and rain fx, so i put those in a higher layer. During the whole game the "hero" flies, i needed different layers for the walking archers and animals. I also wanted my hero to fly on a lower ground layer so it could pickup items and kill the ground units. The best thing is that you have to evade certain obstacles like archways, bridges, water and walls by constantly going up and down. If that doesn't work, there would be another solution, I won't use the access grid layer and give all ground units a fixed walking path or let them stand still so they won't walk through trees and buildings. While all other entities will fly over the background graphics, worth a try.
Well I'm learning how to fly! Any help would be most welcome.
I already volunteered for the beta testing, coldstone really needs 2 character and access layers!
By the way items are also rendered in the player layer, not very nice indeed
Actually Items can be placed below, above, and on the same layer as the character.
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Wouldn't things be much simpler, if you just were to remove the collision sphere for the character in the animation editor? That would prevent you from colliding with enemies, access barriers, and items altogether. to switch between walking and "flying", you would use a "Player Map Icon" block to switch between each animation set. I don't know if this were to work though. I would have tested it, but because coldstone is useless in 10.3 and my classic version is giving me pains, I don't know.
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