[RMVX ACE] TILESET ERROR/PASSABILITY ISSUES
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Oh god, it was so simple. I remembered something about having the B tileset first tile be set to Above because otherwise it can mess with the other tabs and tilesets.
So, SOLVED!
I feel silly lol
Hey again everyone, here with a new problem that is frustrating me to no end.
So my A3 buildings tiles are passable even though I have them X'd I also can't set the passage for them for some reason:
It's something that reminds me of rpgmaker 2003 where suddenly the tiles would become passable, it's infuriating!
Any help on this or a simple solution would be greatly appreciated!
(note: because I have this I was using a blank space or a hard event, but the former doesn't work for overlapping tiles like trees that are also set to Above Hero. The latter is creating a clutter of events and we all know about the lag in VX Ace)
Thank you!
So, SOLVED!
I feel silly lol
So my A3 buildings tiles are passable even though I have them X'd I also can't set the passage for them for some reason:
It's something that reminds me of rpgmaker 2003 where suddenly the tiles would become passable, it's infuriating!
Any help on this or a simple solution would be greatly appreciated!
(note: because I have this I was using a blank space or a hard event, but the former doesn't work for overlapping tiles like trees that are also set to Above Hero. The latter is creating a clutter of events and we all know about the lag in VX Ace)
Thank you!
Which tiles?
- The ceiling ones will be walkable from the bottom upwards if they don't have a wall tile below them. This is so that you can create cliff-type tiles where the tops are walkable when approached from below (say, stairs leading to the cliff tops).
- Make sure to check your arrow settings to make sure they aren't allowing walking.
- If you have a script that deals with region settings, make sure you haven't got the wrong regions set.
- Use the upper-left B-tile tile over the top of them (it should also be set to star, nothing else) in case there's a blank upper layer tile that is set to O on top of the tiles in question.
- The ceiling ones will be walkable from the bottom upwards if they don't have a wall tile below them. This is so that you can create cliff-type tiles where the tops are walkable when approached from below (say, stairs leading to the cliff tops).
- Make sure to check your arrow settings to make sure they aren't allowing walking.
- If you have a script that deals with region settings, make sure you haven't got the wrong regions set.
- Use the upper-left B-tile tile over the top of them (it should also be set to star, nothing else) in case there's a blank upper layer tile that is set to O on top of the tiles in question.
author=Liberty
- Use the upper-left B-tile tile over the top of them (it should also be set to star, nothing else) in case there's a blank upper layer tile that is set to O on top of the tiles in question.
You got it! That was it, saw your post after getting it. Thank you though, such a small thing but that's what it was.
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