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Zinx10
Hello there. My name is Zinx_therpgmaker (Zinx10). I have created an example for those who didn't know how to pull off a layering system. This doesn't include an explanation, for it is an example, not a tutorial, although I will help for those who want it.

Basic Information
A layering system is where you can go behind something, but if you go to the correct layer, you can walk on it. Basically a false "Y" while the old Y becomes Z. In 2D we have X and Y, while in 3D we have X, Y, and Z. With this example we replace the old Y as Z and the new Y is the layer. Basically we can go up top things, instead of it actually being flat with you being able to slightly go behind things.

Requires Knowledge of:
-Variables
-Switches (For lighting system)
-Some Event Conditional Branches

Image:
2.0


1.0


Download:
2.0 (Recommended)
http://www.mediafire.com/?ntqp3skp2qw6wm9

1.0
http://www.mediafire.com/?ldgjeo4c9q1l74j
Caroline_the_mermaid
It's not good that you used a parallel process to tint the screen the whole time (performance will go down if you have more parallel processes in your game).
Call event is the way to do it.
But the easiest thing would be just to tint the screen by touching those events on the floor.

Instead of surrounding the bridge with tons of events (which can also be a problem for performance if using bigger maps and more events) you could also just change the chipset by using the same chipset resource, but with another ID in the chipset array, if the bridge tiles have different passabilities. Means one and the same chipset on 2 different IDs in the array and with 2 different passabilities for the bridge.
Zinx10
I never truly thought about a different way. I just went ahead and did it. I guess I should of actually tried getting the best way instead of just completing it and sending it to the community. Well, I fixed it, and it should be really good now.
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