http://i145.photobucket.com/albums/r228 ... xample.png[/IMG]
DEMO
Are you currently dissatisfied with the rtp doors that seem only to be made for exteriors? This tutorial will show you how to create realistic interior doors.
First, you'll need the following charset from http://www.lrpgm.com/site/index.php?show=resources_download&did=1731.
Or, you can save it from here.
http://i145.photobucket.com/albums/r228 ... Kaniko.png[/IMG]
For this tutorial, I will be editing forest town02. I use GraphicsGale for all my editing needs. It can be downloaded from here: http://www.humanbalance.net/gale/us/download.html Really, anything with gridlines can be used.
- Set the gridlines to 32x32. This is the size of 1 tile. I also like to use the snap function for accuracy.
- Select a wall tile and copy and paste it. Then move it to a blank tile.
http://i145.photobucket.com/albums/r228 ... rial/1.png[/IMG] - Now change the gridlines to 8x8 and zoom in about 200 to 300%. It is 8 pixels from the top of the door to the ceiling. Remove everything except the topmost 8 pixels from wall tile you had pasted.
http://i145.photobucket.com/albums/r228 ... rial/2.png[/IMG] - Save the tileset and import it into your materials base. Make this a passable tile with a priority of 5. This is so the player will go under it.
- Map as you normally would and then when you're ready to create the door, place two floor tiles on layer 1 where the door event will be located.
- Then, on layer 2, place the new partial wall tile on the top. It should look something like this.
http://i145.photobucket.com/albums/r228 ... rial/3.png[/IMG] http://i145.photobucket.com/albums/r228 ... rial/4.png[/IMG] - Place a door event (with a transparent walkway) on the bottom of the two floor tiles.
http://i145.photobucket.com/albums/r228 ... rial/5.png[/IMG]
The door event will consist of 2 event pages and will then toggle back and forth between the two.
http://i145.photobucket.com/albums/r228 ... rial/6.png[/IMG]
On the first page, make sure you set through on only when the player is opening the door. If you set the through option on on the left side, then the player will go through the closed door.
http://i145.photobucket.com/albums/r228/yisuz/9.png[/IMG]
The event commands on the second page are a little more complicated.
http://i145.photobucket.com/albums/r228 ... rial/6.png[/IMG]
On the first page, make sure you set through on only when the player is opening the door. If you set the through option on on the left side, then the player will go through the closed door.
http://i145.photobucket.com/albums/r228/yisuz/9.png[/IMG]
The event commands on the second page are a little more complicated.
- First, you have to check the player's location. This basically records the location of the player which should be in a doorway.
- Then you set up a conditional branch checking to see if the player is at that location.
- If the player is facing up, the player will take one step backward before closing the door.
- If the player is facing down, left, or right, the player will first turn down, and then take a step backward. Otherwise, the player will get stuck inside the door. If the player is facing down, it will just appear as though the player is taking a step backward.
http://i145.photobucket.com/albums/r228 ... rial/8.png[/IMG]
Now, there are other things you can do to enhance the look of the top wall tile but I'm not going to go into that here. You may also want to add this to your common events, which I have done to save me time. If you do, you should make one for opening the interior door and closing the interior door.
Well, that's pretty much it, then. If you have any questions or suggestions, please post a reply.