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velgasius

My map's passability got messed up.

Question

Hi, I've got a strange problem with 2 of my maps. I use the exact same tileset for over 20 maps that I've made & these two maps got a problem with it. One map(bottom) got a tile which is a ledge that I can step on.

2d9r0bl.jpg

I tried to solve it & I've read a bunch of threads trying to solve it but I can't see to find out what's causing it. Tried blocking that ledge tile with a tree stump and barrels above it so my hero can't go there, the object I tried to block it with ends up being passable too as in my hero can step on those barrels and tree stumps.

 

Now the other map is completely messed up. It's full of ledges & my hero seems to be able to step on most of every tile on the map(bottom)

oswq5w.jpg

 

 

I've got over 20 maps and these two maps are the only ones I had problems with. Is it a layer glitch or something else maybe?

 

Here's the compressed game in case you want to check it out:

http://www.ziddu.com...1/test.exe.html

Edited by velgasius

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it sounds to me like you have been deleting tiles with blank tiles other than the first in your tileset, you should only delete objects with the first blank tile in you tileset, as all the others have normal passibiity, try drawing the first blank tile over every single blank area on every layer to remove over tiles that will cause this problem

Edited by diagostimo

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I noticed that all those ledges are only passable when they're on the 1st and the 2nd layer. Tried to make the edges in the 3rd layer & the 'insides' on the 1st layer so that I can put some bumps here and there on the 2nd layer. But why so? It's not like this in my other maps, I made the edges in the 2nd layer and it turned out just fine.

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Let me solve this riddle for everyone as best as I can.

 

#1. Know your Eraser.

 

The "Eraser" is the Empty Graphic in the Top Left of your Tileset. If you use other Blank Tiles, those "Blank" tiles are actually calculated for Passage. That will mess you up every time.

 

#2 Know your Shadows

 

The "Edge" Shadows of Trees tend to cause a lot of people frustration because they override the passability settings. The ones I am talking about are the ones that are Just Shadow, and don't show any part of the Tree itself. The problem is that if the shadow is on the Top Layer, that is the one that determines a locations Passability. Other small decorative passable tiles will do the same thing. What happens is that passability is calculated from the top most layer to the bottom most layer. So if you have any tiles on layer 1, and another tile on layer 2, layer 1's passage is not used, only layer 2.

 

The solution to this dilema is to use an Event as a Tile Graphic. Then set it to Through. Setting an Event to Through means that any passability settings from it will NOT be calculated. So if an Event is set to Through on Non Passable Terrain, it will remain Unpassable. Likewise, if an Event is set to Through on Passable Terrain, it will remain Passable. Oh, also keep in mind that Transparency also has absolutely no bearing on passability. An invisible rock is still Unpassable unless it is set to Through.

 

Note about Events and Passability: Events can not pass through other Events unless one of those events is set to Through. It doesnt matter if it has graphics, tiles, or is totally empty. And although the Player can pass through a Non Graphical Event, other events can not.

 

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The solution to your problem comes from one of those two determining factors.

 

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If I might add, if you intend on allowing the player to be allowed to go to that part of the map, make the edge of the cliff out of Events, set them to Always ON Top, and block the path with Invisible Event Rocks. The Terrain can have Two Event Pages, just set one to some game switch so you can change them all at the same time, since you'll need several events to pull off that effect.

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No worries. RMXP is a lot more complex and has a lot more potential than people make it out to be at first. And sometimes it takes someone with lots of experience and has had a chance to read the scripts that determine what is passable and not passable to be able to explain the nuances. When I first started mapping in RMXP, I got bit by that same bug until I figured out the "Eraser" is the tile in the upper left hand corner.

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Its not really complex, the help manual does explain it, its just that most people (including myself), never bothered reading the help manual and just jump into creating stuff.

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