IS THERE A WAY TO SELECT A GRAPHIC FROM TILESET A FOR EVENTS?

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Basically, I need some events to have the graphics of things from Tileset A. I noticed that I can pick any graphic from B, C, D, or E, but not from A.
It's always a good idea to clarify which engine you're using, but it's obvious you're using VX. No, there's no way to do that, but you can set a tile down and make an invisible event. If that doesn't work for what you want, try cropping the tiles from the image in Paint or something and making it into a charset.
Oh, right, sorry about that. Yeah, I'm using VX. What I'm looking to do is have a town slowly form as key events in the story occur. So like, after the first boss is defeated, maybe an Inn appears in town, etc.

The only way I can really think of to do that would be to have several events, each with a square of the building, that activate after each significant task is completed.
You could always make a new map after each said key event.

To make this work, you simply need to make a conditional branch within all entrances to the town. For instance, create a variable called "Town" which will be used to identify which town map should appear. Now, every time a key event occurs, simply add 1 to the variable "Town". Then, on the entrances leading in to your town, either make a conditional branch, or have pages with a variable requirement. Make it so that if the variable "town" is equal to 1, you enter the original town. If it is equal to 2, then you enter the town after 1 key event, so on and so forth. This method would work fine, except exits from building will be a bitch.

Anyways, hopefully this helped.
I did think of that, but I plan on having secret things unlock if the player does certain side-quests and such, so changing the map doesn't really work. :-\
LouisCyphre
can't make a bad game if you don't finish any games
4523
Make some Tileset B graphics out of the Tileset A graphics you intend to use.
In that case, what you need to do is map what you want for each building and make an enormous charset with all the buildings. Use an event for each building with event pages that have different graphics and required switches. You can make the door a separate event, just leave the door space empty on the charset and make sure the door isn't in the middle on the bottom row (that's where you'll put the event itself).

The problem with this is that the giant rectangle is either passable or it's not. You'd need separate charsets for every size of building, and for more intricate buildings, you'd need to build it out of separate rectangular events, and more events means more lag (there are anti-lag scripts out there, though).
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