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[RMVX] About impassable tiles.

Kafei

Member

Just a simple (or at least I think it is) question; I want to be able to move a character through an impassable tile (from Tileset A) as if the character were walking underneath it. Is this possible without too much trouble? My initial thought was to create an event that used the tile graphic and set it above the characters, but since it's from tileset A, I can't. My next idea was to change the passage settings for the tile in question, but then I realized that it applies to ALL of those tiles, and that doesn't work either. Now I know I can create and event to "guide" the player through, but I'd rather that the player have control of their movement.

Is there easy method to go about this? I'm sure it's a common thing in RM creations, things like archways or passing underneath bridges and things of that nature. What can I do?

Thanks in advance.
 
well, I'd suggest making it into an event that moves the player for you. Just set it to player touch and then make a move route for the player. In the move route, the first thing you want to do is to turn, Through, on. Then set your player to move up (4 squares it looks like?). Then after the move is over, just set through to off and then end the move event. Try that and see if it works. If you need anything else (like its not clear enough...  :dead: ) let me know.

Hope this helps!
~xgamexfreakx
 
If you've been actually reading the post, its on tileset A so it canot be used with events...
and also, what s\he would like is the let the player move through it alone, without a straight moving command that makes him go the entire way.
 

Kafei

Member

Right... Sadly, having the player move automatically via event doesn't fit well with a caterpillar script in play. Maybe I can't do this in RMVX without using an advanced mapping technique, but I'd need photoshop for that. :down:

It was worth a try to ask, though, I wasn't sure how you guys tackled these sorts of problems in VX. It really is odd that they didn't allow the ceiling tiles in tileset A to be set above the player. Anyway, if anyone else has any ideas, I could sure use some different options, or things that you guys have tried and used as a workaround. I'll be watching this post, and I'd be glad to hear anything you've got.

Thanks to everyone for their posts.  :thumb:
 
I just found a solution (nearly) without using events.

1/ Draw your map as sen from above (for exemple a that will be used as an archway)
2/ Select an invisible tile (for exemple a tile from set E; or any tile filled with ransparent color).
3/ Make this tile 'passable' (use 'Mode/Passage')
4/ Put this invisble, but passable tile, over the visible but impassable one you want to pass 'under'
5/ Put event at every 'entrance' of the 'room' you just draw, chacking the direction of your character, and making him visible/invisible ( or simply change his opacity).

That's all. Hope that helps
 
Er... I just made some more experiments...
That's only worth for 'large' sections. In fact, it may require more Events than tere are tiles for small places with multiple access. But it works...
...unless ther is way to make some tiles drawn oven the character (like XP priority).
 
Well, my bright idea requires GIMP/PS and a tiny bit of ingenuity.
Set the grid to 32x32 per square and cut the exact 32x64 length of tunnel.
Now, after that, save it as a 128x256 file with it in the corner and the filename starting with $.

Now you have a graphic, for event, that looks like the tunnel but goes above you and is passable.
This is how I solved my Sideways doors problem back at the time.
 
In fact, it is VERY easy. The only thing is that you have to copy your tile in the B-E set of tile.

1/ Draw your base map as it should be, with impassable walls and passable floors. This base will not be seen.
2/ set the passability of your 'above the character' tile to '*'
3/ put tile tile on top of the map frawn in 1/

The character will move in the map defined on 1/; but the tile with the '*' passability will be drawn on top of all of this (char + base map', ond will be the only one you'll see.
 

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