![]() There are probably a few other methods that may work as well. You may need to make a variety of the A-Tile in various combinations and save each one (similar to Shift Mapping, something I am not going into) to get a proper fitting look for your new psuedo-A custom tileset (since they won't function and merge automatically like the tiles in the A slot do.) Additionally, this D Tileset will now appear as an option for event Graphics > Characters at the bottom of that list now. Those tiles will now show up in a D tab option, whereas before your only had A, B, and C to choose from. If the hole you have does use A-tile graphics, such as a long chasm, you can always export the A-Tileset out, then Reimport it into the Tileset Folder (with another name.) Then, in Database > Tilesets, place that imported Tileset into one of the free slots for the Category you're using (Field, Exterior, Interior, Dungeon). Setting that one Same as Player and Through should ensure that it appears just above the hole graphic and still let's the player pass over it. Then switch it to the next page which has a graphic of the bridge you want. When the player places the bridge, have a Move Route move the invisible event over the 'hole' event. When the ladder is placed, have a switch thrown that makes the event Below Player (and Through if you wish.)Īs for having the ladder/bridge appear, you can easily have another Event (basically invisible) next to 'hole' event (and set to Through, so it can move into other events' squares). Make the event unpassable (same as player) and look like the tile of the obstacle you wish. This should work unless it's an A-style tileset (the ones that merge and shift depending on the tiles next to them) but even then there's a work-around at the bottom. Use an event and just give it that tileset graphic. I'm assuming that's the problem, but the event is "through" which I thought would allow passage? I'm not sure how to proceed.ĭepending on the hole/obstacle, you can just have no actual tileset hole there at all. The event itself is a picture of a ladder, but the tile below it is a hole in the floor, which is an impassable tile. In case it matters, the ladder itself is also set to "passable" in the tilesets. I've even tried making the player "through" with a move route, but of course that allows passage on all the surrounding tiles as well. As you can see, both game maps are 13 tiles tall and 17 tiles wide (17x13) and both are displaying in a 640x480 window. Heres a screenshot example of what I mean: On the left is my game and on the right is a very popular RPG maker game OFF. I've tried a number of different things, but the player simply bumps into it as if it were a wall. I hear MV allows you to zoom, but im using VX Ace, so thats not an option. I have the event set to "Through" "Below Character" and "Autorun". Trouble is, the player can't pass through the ladder to get to the other side. I have the event set so that when the ladder is in the inventory, it appears on the floor after pressing the action button. The player encounters a hole in the floor that they cannot pass until they find a ladder to lay down over it. Sorry, this seems like something that should be obvious, but after two days I can't for the life of me find the solution.
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