I've spent the better part of a day pondering this, blessedly away from my computer. Rubber Ducky's proposal seems to have the best merit for solving the "I'm etheral and running through the floors" sort of thing. The reason for all these questions was for ironing out a feasable means of jumping on a map. I was reading an article on acceleration and the following thought occurred:
global boostpwr // how fast player will go up in tiles
global height_ticker // how "long" +upward momentum is applied
global height_max // maximum height value (changeable on the fly for more or less needed "height")
on "up animation" call event
speed = boostpwr
++height_ticker
if height_ticker >= height_max then
fall_down
else
Now in practice this "sort of works", ideally the speed value would be set high enough something like 24? so that the player reaches height_max rather quickly. On the plus side, since we're just triggering a few "up" movements the other directions are not affected (thinking of arcs and such). Now the falling part is where the pain occurs. I'm thinking that by applying a layer of "end event" triggers that it could work.
Since we know how high a "jump" can occur (height_max) we could simply tell the computer to do a small loop of map sets player y until height_ticker = 0. And IF applying a layer of end events can be made to work, wouldn't this be a defacto way to jump? Granted the down part is really poor. I'm still trying to find something to exploit to make this easier.
Comments?
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-Joseph
"The Cruelest Lies Are Told in Silence"