AUTOTILE PASSABILITY PROBLEMS
Posts
Pages:
1
So, I'm using Celianna's tileset. I've set the passage for most of the tiles, and certainly the walls/roofs for buildings.
But now, while testing, the tiles that should't be walkable, are. I've tried all sorts of crap to get it to work, but cannot figure it out.
PICTURES:
http://imgur.com/a/H9i1I
But now, while testing, the tiles that should't be walkable, are. I've tried all sorts of crap to get it to work, but cannot figure it out.
PICTURES:
http://imgur.com/a/H9i1I
I seem to recall having similar weirdness with a game some time ago. I forget with one it was (Okiku, Star Apprentice, maybe?), but, I also seem to recall fixing it by grabbing (right-clicking) on a different tile that was similar, and laying it down on the trouble-spot.
Problem is these are the auto-tiles. And if I add it w/ a Layer E or something I lose the trees etc.
Top left on Tile B always needs to be a star tile. This is because that tile is used as the default overlay tile - the way it works is that there is always a tile from the upper layers that will be on top of all the lower layer tiles. Every other upper tile, when placed on a map, replaces that tile. The tile in question is upper left, Tile B and must be kept blank and set to star. This has been the case through all versions of the engine - 2k also had the first spot on the upper tile area kept blank and above hero, same with 2k3, XP and VX. I believe that even RM95 had this, too.
Pages:
1















