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Like the door preventing me from passing, the tiles (where brick walls are) just let my player through, at certain points I can't even escape the building.
I don't know what I'm doing wrong.
Is there wall event I'm not aware of?
You can read more about this in Help>Contents under Database>Tileset Settings. The short version is if you are modifying the passage attributes of a tileset, you click on each tile to switch between an X-symbol, an O-symbol and a Star-Symbol.
No the tiles I'm using are impassable, I can't go through them from the right side going inward to the left.
But when going upward I can go through the tiles, I can't exit on the left or right sides but I exit outside.
I managed to figure out how repel the player using events, but I can't prevent the player from moving forward into the tile.
At least you helped me figure out how to make some of the tilesets impassable though.
But I would prefer to know the event used to make things impassable if you don't mind.
I'll reset the tiles to see what happens, maybe its just bug or something.
But listen to Kris, you need to learn the standard passability X and O, than you can look at the extra setting about "Direction passability" (Which is maybe the cause of your problem)
Its not hard, iam sure with some practice and error you figure it out in no time, else come back here and we can maybe point somewhere for help.
Edit: Maybe you used an invisible but passable maptile for the Autolayer, which than overwrites the passability of the tiles below it.
I can't manipulate that section.
And you seem to be right, for whatever reason the brick asset tiles seem to be passable even when you disable them from being passable, but you can go inward and the you're otherwise stuck until you go down and out of it.
A different wall asset was completely impassable.
But like I said, I can't seem to manipulate the Passage (4 dir) only other assets seem to have the arrows but unless I guess I make the tile passable (I guess) maybe then I can manipulate it.
So i guess you are using a flat rooftop tile as wall. Can you show us a Picture of that Map?
Some of the A Tileset Tiles have special Functions which the normal B to E Tilesets dont have. Are we talking about a A Tileset Tile? And are you sure you didnt map any invisible passable B to E Tileset Tiles above it.
Yes this does make SOME sense (I'll explain what I mean later), the building I do have has a roof, but I'm not entirely sure what you are saying.
Are you saying the rooftop tiles can be passable as to perhaps to allow a character to hide behind a building for example, because it would be odd if different tiles had different rules on how they worked in terms of passability.
However I made a separate test wall with just the brick tile and it acts like a box, I can enter from the bottom, as in my character go upward into the "square/tile" but I cannot go out from the up left right positions i can only exit the way I first came in, and of course when tiles are connected, the "box" increases.
I can only enter the tile from one direction (something that's not at all listed in the tileset section in the database nor anything I can manipulate it to prevent it from happening.
You will need to further explain this "shiftmapping" however.
If I can't have a brick building all just use the the other impassable walls that I figured out.
Okay is the red brick asset in the A tileset, are those actually walls (or could be used as wall), they have a light and dark version (presumably I would assume for day or night feature)
There does seem to be an actual pretend 3-dimensional wall (pretend because it's not actual 3D but the shading and textures make it appear more like "walls"
But even so I'm not sure why I can't manipulate the "4 Passage" tab, I'll try something to see if it will work, but I'm not sure it will.
May have to use something completely different.
These are no Wall Tiles, these are the Wall TOPS, you need to place a real wall tile or unpassable tile at the lower end of it.
Example:
You can create Walls with Walltops those are not passable but if you for example connect a passable ladder or plant with the wall, your char can get ontop of it and run along it.
This can come in handy for some maps, but normaly you will not need it, just be aware of it.
And remember: The upper tile is the Wall Top the lower tile is the Actual Wall on the Tileset.
Are there impassable ledge assets that can be accessed from the bottom that act like a "box" but you cannot manipulate their natural limited impassability.
Because that's what seems to be the case. There are some assets that are technically not passable, but accessed through the bottom you can't exist the tile left, right, or up (the outside of that also preventing passability)
But as I said nothing in the 4 passage way clarifies this.
I do not have any easy way to post screenshots for a couple reasons:
1. If I can somehow directly upload a screenshot, I do not know how to do that (I don't live and breathe Steam Forums)
2. I have no desire of dealing with an image hosting website and posting weblinks.
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Which then goes back to my original comment, what I wanted the MOST, was how to do an event that prohibits the player from moving into the tile of the event.
Like I said before (didn't clarify, I apologize), I did create a roundabout way that forces the player to be "repelled downward" away from the tile, but I haven't been able to just outright prevent the player from entering said tile.
Oh that goes with what I said about the pretend dimensional walls.
That sucks because I don't like the dark coloring of the brick wall.
But thank you for clarifying my issue.
But I really don't like the dark coloring of the wall though, I prefer the brighter color, but I guess there's no way to fix that without probably some complicated tileset editor that I really do not want to deal with.
And Shiftmapping is just when you hold the Shift modifier button down while painting in Autotiles. You can read the more technical explanation under "Autotiles" in Maps>Editing Map Designs, but basically it nullifies autotiling logic associated with particular tiles.
Lastly, if the Steam Overlay isn't working for you (which prevents you from uploading screenshots) you can just use the Snipping-Tool in Windows (or whatever alternative is available for your OS) and upload the screenshot as an Artwork here. https://steamcommunity.com/sharedfiles/edititem/363890/3/
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Trying to hide or manipulate how autoshadow works involves plugins or venturing into parallax mapping. I would recommend becoming familiar with how everything works by default before looking to rely on those solutions.
You could open a graphic program, activate the 48x48 grid, activate snap/magneto and just drag and drop the whole tileset tiles at once from one position to the other without getting cracy with alligning the pixels correctly.
BONUS:
Shift Mapping Tutorial to increase your Mapping possibilities.
Its for VX-Ace but its the same in MV, also with much Pictures:
https://forums.rpgmakerweb.com/index.php?threads/shift-click-mapping.14387/