[ASK] Collision problem when I put a bush above a colliding tile :(

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Started by notalentgeek 13 posts View original ↗
  1. Hi guys, i just recently bought RPG Maker VX Ace from Steam and today I have start toying around with it. However I do have problems (mostly collision problems):



    1. As you can see from my gif above. I have made a platform, which makes hero could not go through if user pressed up. However, if I put a bush above the platform tile the collision is gone! How can I fix this?
    2. Is there a way to make an invisible solid event?
     

    Thank you :) and have a good day!!
  2. Check in the "Tileset" tab in the database so the passage-bility is fine, should be like this:

    0e6990413fb6812e3536246e67b86cc0.png

    No idea otherwise : o
  3.  It is okay in my opinion. Mine also looks like yours. This only happens if I put a bush on top of the tile. If I remove the bush the collision works. :(
  4. 1) by not having the bush passable...


    The problem is that there is an automatic to simulate a two-level-dungeon by having the upper-level-floor-tiles and the lower-level-floor-tiles not directly passable. However, to allow for climbing points, any passable tile from B overrides that directional block. This is usually used by ladders, but it creates the problem that other passable B-tiles also override the lower/upper-barrier.


    You can either use more care when placing the bushes, or there might be a script that can help you - but that is default behaviour, and you'll have to use tricks around it. If you follow the link in my signature, one of the tips there has more details on this. Behaviour (although nothing to stop it, it just explains how it's intended to be used)


    2) simply don't assign a sprite to the event, keep it on priority "same as player" and don't check "Through".
  5. Thank you so much for the explanation. I will adjust the game for now, since I think I need time to learn what you told me.
  6. Andar said:
    1) by not having the bush passable...

    The problem is that there is an automatic to simulate a two-level-dungeon by having the upper-level-floor-tiles and the lower-level-floor-tiles not directly passable. However, to allow for climbing points, any passable tile from B overrides that directional block. This is usually used by ladders, but it creates the problem that other passable B-tiles also override the lower/upper-barrier.

    You can either use more care when placing the bushes, or there might be a script that can help you - but that is default behaviour, and you'll have to use tricks around it. If you follow the link in my signature, one of the tips there has more details on this. Behaviour (although nothing to stop it, it just explains how it's intended to be used)

    2) simply don't assign a sprite to the event, keep it on priority "same as player" and don't check "Through".
    However I think something.

    What if you put an invisible solid event in front of the bushed ledge so player cannot go through it. And then you put another event in front of the invisible solid event, some kind like a switch to make the object not solid anymore.



    Like this. Do you know how I can script that logic?
  7. notalentgeek, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    It's not a B tile on an A tile. The long grass is from the A tileset (autotiles) and the tile under it is a ground autotile, not the one from A5 either.


    This is a known problem which has been present with every version of RPG Maker (at least the English ones) as far as I know.


    The long grass is on a higher layer than the cliffs, so its passability overrides that of the cliffs.


    Here is a simple solution
  8. Shaz said:
    notalentgeek, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

    It's not a B tile on an A tile. The long grass is from the A tileset (autotiles) and the tile under it is a ground autotile, not the one from A5 either.

    This is a known problem which has been present with every version of RPG Maker (at least the English ones) as far as I know.

    The long grass is on a higher layer than the cliffs, so its passability overrides that of the cliffs.

    Here is a simple solution
    I am sorry for double posting. :(

    Thank you so much I will try to implement your script tonight. :)
  9. It's really easy - it's only a 1-line change (or addition)
  10. HOLY Cool, very simple :) thanks.

    By the way, would mind to explain your script? I program a lot but never use Python or Ruby.

    Is it possible to make the whole event with a script rather than using premade template? Can you recommend me good tutorial in scripting?

    Again thank you :D
  11. What event? You don't HAVE an event. And I'm not sure what premade template you're referring to either.


    The only change to the script is that it checks to see if there's a terrain tag with the correct value where the player is standing. If there is, it means to IGNORE that tile's passage settings (ignore the "can go anywhere" on long grass) and look at the tile underneath it.
  12. Rather than use this one

     

    I prefer to use this one



    Because I prefer to code rather than clicking on those button
  13. notalentgeek said:
    Because I prefer to code rather than clicking on those button
    If that is your personal preference, then you can do that - it's just that this will require a lot more work and be done outside the map editor, so it's not always intuitive where and when something will happen.
    Check this, it should give you a start:


    http://www.himeworks.com/2013/06/02/event-wrapper/