[RMVX ACE] TILE PASSABILITY BUG
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I'm working on a map in VX Ace, and the passability is being very strange for seemingly no reason.
Mainly with the wall borders. For testing purposes, I have a square of carpet surrounded by a wall border. My character cannot pass through the bottom, left, or right, but can freely pass through the top.
The wall border has no passability, and the carpet is passable:
On the B layer, the first tile is a star, and this is the tile covering the map. There is no B layer tile that is passable that is laying over the wall to negate the collision.
I've also tested this with other types of floor tiles and they all have the same result: passable from the top but not any other direction.
Does anyone have any idea what could be causing this?
Mainly with the wall borders. For testing purposes, I have a square of carpet surrounded by a wall border. My character cannot pass through the bottom, left, or right, but can freely pass through the top.

The wall border has no passability, and the carpet is passable:

On the B layer, the first tile is a star, and this is the tile covering the map. There is no B layer tile that is passable that is laying over the wall to negate the collision.

I've also tested this with other types of floor tiles and they all have the same result: passable from the top but not any other direction.
Does anyone have any idea what could be causing this?
This is because they designed this with walls in mind. They expected ceiling tiles to have walls between the player and the ceiling.

The wall is meant to be a barrier between the player and the ceiling tile.

If you want to have the ceiling work as you have it right now (which I don't recommend, as I don't think it looks good), you can do so if you place the ceiling graphic on the Ground (A2) tileset, though since this is just for testing purposes, I assume you'll be adding a wall anyways, which will fix the problem.
As for why its like that, I'm not sure. Maybe so ladders or stairs can allow you to walk on the ceiling?

The wall is meant to be a barrier between the player and the ceiling tile.

If you want to have the ceiling work as you have it right now (which I don't recommend, as I don't think it looks good), you can do so if you place the ceiling graphic on the Ground (A2) tileset, though since this is just for testing purposes, I assume you'll be adding a wall anyways, which will fix the problem.
As for why its like that, I'm not sure. Maybe so ladders or stairs can allow you to walk on the ceiling?
Huh...how interesting.
I intended to have a wall there anyway, but during a test of the map I forgot the wall in one spot and noticed this and figured it would be better to make sure it wasn't something I was doing wrong somehow, just in case.
Thank you!
I intended to have a wall there anyway, but during a test of the map I forgot the wall in one spot and noticed this and figured it would be better to make sure it wasn't something I was doing wrong somehow, just in case.
Thank you!
You're very welcome! ^_^ It certainly is a bizarre design choice and I'm not sure why they built it that way, but the same thing also happens in RPG Maker MV, so I guess its meant to have some purpose. Another mystery of RPG Maker XD
The walls and ceilings were built that way so that clifftops could be used. Since it's the set position on the tileset that causes the issue (where the ceiling and walls are), there are other tiles that are actual cliffs and tops of cliffs. You're supposed to be able to walk on the tops of the cliffs, so they figured people wouldn't be silly enough to not use walls to cut off ceilings from the floor.
Ah, I see :DDDDDDDD
I believe its something like 6 HP?
author=Marrend
...Isn't 1 HP how much Cookies heal in Earthbound, or is my memory totally messed up?
I believe its something like 6 HP?
It was definitely 6 HP. After multiple occasions of grinding for cookies and bread rolls in Isaac's section in Winter so I could buy the T-Rex bat early, I am probably still going to remember that by the time I'm 70.
I've also run into a whole bunch of variations of this problem (just fixed one a few hours ago,) where every time I accidentally leave passability on a tile that's not supposed to have it indoors, I end up noticing when I accidentally use it to climb up the walls and end up walking around on top of them. It's happened so many times now, I feel like sooner or later I'm going to find an excuse to put it into the game on purpose.
I've also run into a whole bunch of variations of this problem (just fixed one a few hours ago,) where every time I accidentally leave passability on a tile that's not supposed to have it indoors, I end up noticing when I accidentally use it to climb up the walls and end up walking around on top of them. It's happened so many times now, I feel like sooner or later I'm going to find an excuse to put it into the game on purpose.
I'm actually rather a fan of the feature. It not only promotes proper mapping practices (by adding goddamn walls, people! >:O ) but also makes cliff tops that have auto stopping points around the edges. In 2k/3 it was a -thing- where I'd miss an arrow passability for the tops of cliffs all the time. This way, I don't. It's useful!
Granted, if I want to add grass or holes on the top of a cliff I have to use the A5 tiles but still! For quick easy cliff tops that you can walk over, they're useful. (That and stages or rooftops you can walk on)
But yeah, it's not a bug, but a deliberate design feature to make it easier for people to create cliffs and walkable tops of places. Always use a wall~
Granted, if I want to add grass or holes on the top of a cliff I have to use the A5 tiles but still! For quick easy cliff tops that you can walk over, they're useful. (That and stages or rooftops you can walk on)
But yeah, it's not a bug, but a deliberate design feature to make it easier for people to create cliffs and walkable tops of places. Always use a wall~
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