Okay, I have a problem. When I place an event on unwalkable terrain, it won't let me walk on it. Is there a solution?
(What I'm trying to do is after a switch is activated, a bridge appears so you can cross over water.)
check the option for "though"
I have already done that, and it still refuses to let me walk on the parts of the bridge that are situated over the water. =\
first make the part of the water that will be covered by the bridge out of events, then when the bridge comes out its the second page of the event...on the first page its set on not through, and the second is through...that should work
I understand what you're saying, but the water is part of the map, and is was not set by events. I'm using the water autotile. Is there any way to get past this without editing the tileset to include water? (I can do it, but if there's an easier way...)
Thanks.
Hmmm...that's tough. You can't use events to make unpassable terrain passable. (I don't care if those are words or not...) What I'd do is just copy that map and make one exactly like it, only replace the water (where you need to) with a bridge. When the player hits the switch, have the player teleport to the new map (the one with the bridge), without a transition. It will simply look like a bridge has suddenly appeared, and you can now walk across it.
(For teleporting into the new map, you just need to use a switch operation that has your player teleport to the new map instead of the old one.)
It sounds complicated, but it's really just a matter of copying, pasting and teleporting. :)
Duplicate the tileset, and change the water to passable. :)
Or, why not have guards guarding the bridge? Lol.
Use Paint to duplicate the water tile in the tileset, and set the duplicated water tile to passable. Simple.
Eh...I think I'll go with YachiYan's suggestion and just use switches and two maps. Thanks for all your posts, though. [resolved]