The RPG Maker Resource Kit

Other Game Creation => Program Troubleshooting => Topic started by: DoppelGanger on December 13, 2006, 10:29:42 PM

Title: Problem
Post by: DoppelGanger on December 13, 2006, 10:29:42 PM
So on a new map I created, the sprite can walk over everything without boundry; it wasn't like this on any of the other maps in the series...It's the only one that I've used an imported chipset on thus far. Is there something I missed?
Title: Re: Problem
Post by: xjen0vax on December 13, 2006, 11:06:18 PM
Have you set passable/unpassable parts on the chipset?
Title: Re: Problem
Post by: :) on December 13, 2006, 11:14:09 PM
yes, go to the place in the database you sleect the tileset, take a look at the right side, you should see O's on everytile, that means passable. Check out some of the tiles that came with the softwarem you will see X's and O's. X means non-passable. So using the mouse dlick on the tiles you don't want to walk over on your tileset and make them x's
Title: Re: Problem
Post by: DoppelGanger on December 13, 2006, 11:14:45 PM
awesome; thanks
Title: Re: Problem
Post by: DoppelGanger on December 13, 2006, 11:17:10 PM
What do the stars mean?

also, what's the Pass 4-direction option for?
Title: Re: Problem
Post by: DoppelGanger on December 13, 2006, 11:21:52 PM
oh let me guess....is it to pass behind them? for, like trees and stuff?
Title: Re: Problem
Post by: xjen0vax on December 14, 2006, 12:33:33 AM
It's basically just which directions from which you can pass it.
Title: Re: Problem
Post by: Me™ on December 14, 2006, 10:31:46 AM
Passage Tab: X = ImPassable, 0 = Passable, [ ] = can only bet set on autotiles (top row). These tiles are basicly impassible, but when laid in a row the top ones become passible. (ex: For roofs ;))

Passage (4dir) Tab: To which Direction can I go when steppoing on this tile

Priority Tab: How much to the foreground will the tiles be drawn? Can make some tiles above the player, others (standard) below the character. The higher the priority number, the more to the foreground.

Bush Flag Tab: When set, the bottom 12 px of the character becomes transparant when walking ont hese tiles. (ex: high grass)

Counter Flag Tab: When set, events can interact TROUGH this tile. Can be used on tables for example. Normally you would need to place an event on a table, but when the table has the counter flag on, it looks what is direct next to the counter tile to see if there is an event (ex: shopkeeper?)

Terrain Tag Tab: Can assign the tiles a number from 0 to 7. Can be called with several event commands (ex: variable). All the tiles with a number from 1 to 7 have priority in the top layer.