When I design a shop in either XP or VX, I always tend to have some kind of counter or table or some such for the vendor itself to stand behind. This has, in VX, shown me two problems that I've yet to find a way around, and so I seek some other ideas.
Problem 1 - Placing the event sprite for the vendor behind (one tile up from) the counter makes him/her seem to be a LONG way from the counter. I tried putting it on the same time, and messing with the priority in the event itself, but no matter what setting I use, the vendor now appears to be standing ON the counter. Not good.
Problem 2 - Because there is a table between the player and the vendor, you can't talk to him/her. My first thought was to have a second event without a sprite on the table itself, set to run when the action button is pressed. I tested this idea, and nothing happened. At all.
As a side note to these - how are VX users setting up shop counters and the like with the default tile sets? None of them seem to allow for this kind of setup, which I find somewhat surprising, since shops are kind of a staple in an RPG. Placing a single table one tile wide hardly seems like enough, and putting a row of them just looks... wrong.
Problem 1 - Placing the event sprite for the vendor behind (one tile up from) the counter makes him/her seem to be a LONG way from the counter. I tried putting it on the same time, and messing with the priority in the event itself, but no matter what setting I use, the vendor now appears to be standing ON the counter. Not good.
Problem 2 - Because there is a table between the player and the vendor, you can't talk to him/her. My first thought was to have a second event without a sprite on the table itself, set to run when the action button is pressed. I tested this idea, and nothing happened. At all.
As a side note to these - how are VX users setting up shop counters and the like with the default tile sets? None of them seem to allow for this kind of setup, which I find somewhat surprising, since shops are kind of a staple in an RPG. Placing a single table one tile wide hardly seems like enough, and putting a row of them just looks... wrong.