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Rapportera problem med översättningen
There are many different kinds of Secret corridors i can think of, so maybe a few more details would be helpfull to find the solution with the least work for you.
Not sure how to upload custom screenshots in steam, but pictures as artworks work in steam.
Did this work?
You tell us? You would have to create the tiles as events, which could be triggered to be passable or moved/opened/etc., or create a copy of that specific wall tile and then trigger a change in its passability settings, or alternatively trigger a player movement or teleport. There are a number of ways to do it.
Only upper-layer tiles (pages B~E) are selectable for events. You'll probably want character sprites matching the wall & wall-top. I'd suggest using one of the default, distinctly-not-secret-looking door sprites for now if you're unsure about the eventing.
The simplest (and laziest) option is to make it vanish when opened using event page conditions. Another option is to move the event one space to the right/left or wherever with a move route. Alternatively you could make a "secret" version of a standard door. I'm guessing you know how to do all these, and the problem is getting the appropriate sprite? =)
Event sprites (see the images in your project's characters subfolder) are fairly easy to do. Using GIMP I made a simple "opening wall sprite" with three different opening directions (left, middle, right). It was basically just a copy+paste from the tileset, and it works OK with right-click map > Quick Event > Door: image link[drive.google.com]
For the "wall top" tiles, again, an image editing app is your friend. ^_^ I'd suggest simply copying the tile into an upper-layer tileset page (B~E) and marking it as star-passable in the tileset. Other options could be to make a character sprite with its own animation like the door I linked above. Or make those tiles events and use a move route to make them fade out "gradually" (e.g. 10 steps of -25 opacity, wait x frames) when the door is opened.
One thing to bear in mind when copying from autotiles is the way they combine in-game. To make the door sprite I linked, I used a 24 px grid size. Counting from left-to-right, the first 24 px "column" of a wall autotile is used for left-hand edges, the second and third are used alternatingly for middle tiles, and the fourth is used for right-hand edges. This means that to get the "normal" wall tile you need to copy column 3 to the left of column 2, if that makes sense. Ground and wall-top tiles are similar, except in both directions: you need to copy four 24 px squares to get the "normal" tile.
As you might notice from this thread. There are easily about 5 different ways to do it, and even more when you start thinking about it.
Chose the option that suits your game best.