RPG Maker MV

RPG Maker MV

dman_dustin Oct 3, 2018 @ 11:35pm
Walls?
Whenever my character approaches a "building" it goes through the building like there's nothing there and just walks on asset/tile like its part of the ground.

I tried using events to impede movement, but apparently all that did was prevent the character from moving altogether though I thought that it worked regionally preventing the player from moving across the specific tile with the specific event.

I was wrong.

So how do I make walls or obstacles with events to prevent players from passing through but not completely impede their movement (as in not moving at all).
< >
Showing 1-15 of 15 comments
dman_dustin Oct 3, 2018 @ 11:37pm 
There may be a roundabout way of doing it, that I'll try in the meantime.
dman_dustin Oct 3, 2018 @ 11:44pm 
The door event works perfectly with what I want but the other brick wall assets don't want to work the same way.

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?
◢ k r i s ◤ Oct 3, 2018 @ 11:44pm 
Your tileset may not be completely prepared yet. If you go to your Database, there is a Tilesets tab where you can set the "passability" for your tilesets (among other attributes for tilesets). The default new-project comes with some prepared tilesets that are correctly prepared, but if you were to try importing your own, you would need to prepare them yourself.

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.
  • X means player cannot pass through the tile
  • O means players passes in front of the tile
  • Star means player passes behind the tile (think of decorative sculptures or the upper-half of a table sprite, for instance)
Last edited by ◢ k r i s ◤; Oct 3, 2018 @ 11:59pm
dman_dustin Oct 3, 2018 @ 11:55pm 
Originally posted by ◢ k r i s ◤:
Your tileset may not be completely prepared yet. If you go to your Database, there is a Tilesets tab where you can set the "passability" for your tilesets (among other attributes for tilesets). The default new-project comes with some prepared tilesets that are correctly prepared, but if you were to try importing your own, you would need to prepare them yourself.

You can read more about this in Help>Contents under Database>Tileset Settings

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.
◢ k r i s ◤ Oct 3, 2018 @ 11:56pm 
Ah, that would be Passage (4 dir) then. Also explained in Database>Tileset Settings.
Last edited by ◢ k r i s ◤; Oct 3, 2018 @ 11:57pm
Hajami Oct 4, 2018 @ 12:02am 
For example an empty Event with priority "Same as Charackter" will block the Movement of the Hero at that Position.

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.
Last edited by Hajami; Oct 4, 2018 @ 12:04am
dman_dustin Oct 4, 2018 @ 12:03am 
Originally posted by ◢ k r i s ◤:
Ah, that would be Passage (4 dir) then. Also explained in Database>Tileset Settings.

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.
Hajami Oct 4, 2018 @ 12:07am 
Flat Rooftop tiles(with passability X) can not be entered from the boarders, but if you make a connection to them, than the player can get ontop of them and run on them. Maybe through shiftmapping or because of some other reason the boarders are not closed around it and therfor you can run onto that tiles.

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.
Last edited by Hajami; Oct 4, 2018 @ 12:26am
dman_dustin Oct 4, 2018 @ 12:14am 
Originally posted by Hajami:
Rooftop tiles can be entered from the boarders, but if you make a connection to them, than the player can run ontop of them. Maybe through shiftmapping or because of some other reason the boarders are not closed and therfor you can run onto that tiles.

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.
dman_dustin Oct 4, 2018 @ 12:22am 
Perhaps I'm using some kind of podium style asset of sorts or some strange flooring. You know the one games you play where you can go into an area but you are boxed out and can only move where you are allowed and you can't move beyond that, only escaping from where you came.

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.
Hajami Oct 4, 2018 @ 12:33am 
Ah LOL i tested it, i can also run onto them from the below.

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.
Last edited by Hajami; Oct 4, 2018 @ 12:34am
dman_dustin Oct 4, 2018 @ 12:34am 
Before I respond.

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.

Originally posted by Hajami:
I made a type error! i wrote they "CAN" but i edited it, because i ment "CAN NOT".

Edit: You need to show Pictures, else i have no real clue and guessing will most likely not help in this case =).

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.
========================

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.

Originally posted by Hajami:
Ah LOL i tested it, i can also run onto them from the below.

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 i t, just be aware of it.

And remember: The upper tile is the Wall Top the lower tile is the Actual Wall on the Tileset.

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.
Last edited by dman_dustin; Oct 4, 2018 @ 12:36am
dman_dustin Oct 4, 2018 @ 12:39am 
Okay, yes, thanks to your help I understand now, it's trying to do the psuedo 3-dimensional in 2D art concept I mentioned earlier.

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.
◢ k r i s ◤ Oct 4, 2018 @ 12:41am 
Yeah - I forgot Passage (4 dir) only applied to Tileset A5 earlier (I'm tired). A4 is where the walls are at (including walltop tiles) and that uses autotiling logic. The walltop tiles are passable in case you lead your character up to the top of the roof and want them to wander about - but not fall off. This is why you can enter walltop tiles from the bottom, but not exit from any other side. You wouldn't be able to exit from the bottom if the walltop was attached to a wall either.

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/

-------
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.
Last edited by ◢ k r i s ◤; Oct 4, 2018 @ 1:04am
Hajami Oct 4, 2018 @ 12:41am 
You could swap the Tiles on the Tileset.
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/
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Oct 3, 2018 @ 11:35pm
Posts: 15