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[Resolved]HELP!!! Tileset Glitching

I currently made my own tileset. I just merged a bunch of RTP tilesets together with gimp 2.0., to make a kinda islandish theme. The tiles work great and are aligned perfectly and everything, but when I test play, there are random tiles that can just be walked through. So some tiles work right, and others don't. I could barracade around the area with barrels, crates, and other things, but then it just look stupid. And like i said before, it's random. The same tile could work great in one spot, but terrible in another. I thinking it may be the way the tileset is set up, but i don't see why that would really matter. If anyone could tell me why this is happening, it would be greatly appreciated, as i'm getting really impataint with it.  :dead:
 

candle

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You probably just haven't set the passabilities right. 

Go into to the tileset tab of the database.
Click the tileset you want. 
Make sure passibility is selected on the right.
Click each tile to edit its passability.

O means passable, X means you can't walk on it, and a Square means it is a ceiling tile ( can only walk left or right underneath it).

Other things you can edit are the directional passabilties ( for cliff/bridge edges), priority ( for trees and other tall objects), and terrain (to partially cover sprites while in tall grass).

Another thing to make sure of is that you don't have any blank tiles set to "X" anywhere you want the player to walk.  If they are anywhere in thew three layers, it will really fuck things up.
 
Heh, yeah I encountered that blank tile problem once before. That sucked. I couldn't figure out why I couldn't move and it was just because one of the autotile spaces was blank and had an 'X' over it.
 
You probably just haven't set the passabilities right.  

Go into to the tileset tab of the database.
Click the tileset you want.  
Make sure passibility is selected on the right.
Click each tile to edit its passability.

O means passable, X means you can't walk on it, and a Square means it is a ceiling tile ( can only walk left or right underneath it).

Other things you can edit are the directional passabilties ( for cliff/bridge edges), priority ( for trees and other tall objects), and terrain (to partially cover sprites while in tall grass).

Another thing to make sure of is that you don't have any blank tiles set to "X" anywhere you want the player to walk.  If they are anywhere in thew three layers, it will really fuck things up.

I looked at all those things, and thats not the problem. When I was making the tileset, I copied the passabilities, brushes, and priorities, straight from the original RTP's. Thats why i don't don't understand why the same tile will work in some places but, not in another. One thing that i just irealized though is, maby, it was because i edited some of the tiles that were already placed on the map. ( For example: I set a tile, then notice that the player is walking through because the passibility is set to 0. So i go to the database, and change it to X. But when i test play, he's still walking through as if i did nothing). Could that be it?
 
You might have a 'blank' tile in one of your higher layers that is set wrong... For example, maybe in the previous map you had a rock in the second layer, and now it's a blank tile, so you don't see anything there but the pasability is wrong. I have ONE tile like this, where when I walk through an empty space it has the 'brush' setting, (like the grass or water) and I couldn't figure out what was wrong until I went over it in the layers.
 
It could be an accidental blank tile, or he could have used a blank tile from the tileset to erase with. (common problem).

I would recommend editing your tileset graphic, and filling in all of the blank tiles with a bright solid color.
If there is an errant blank tile on your map, it will show up.
And make sure you only ever use the uppermost left tile, in the Autotile row to erase with.

Be Well
 
Oh, ok. Thanks a lot Icedevimon13 and Brewmeister .  :thumb:

I think you just solved my problem. I was just erasing with random blank tiles because they were right there and easy to get to. lol. I never realized that they had an effect on the map. Thats funny, because i have been using rmxp for a while now, and never even knew that. Thanks guys


Aw, come on! no, it's still doing it. Alright, i'm just gonna post a demo. This is so irritating!  :pissed:

The demo's at the top
Greatly appreciated if someone can figure this out
 
Hah! Yes! It finally works.
Thanks a lot Brewmeister!  :thumb:
How exactly did you figure out the problem?...It's just so i'll know for future reference.

Nvm. Now i see what you meant when you said fill in the blank tiles.  :wink:
 
I put red X's on all the blank tiles in the tileset. (I thought we discussed this!)  :scruff:

You can also Right-Click on any tile in the map editor & the cursor on the left will jump to that tile.
(Although it won't scroll to you have to find it yourself.)

The tile you used was just above the house with the red roof (about 4/5 of the way down)

Be Well
 

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