Passability Settings Issue

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Started by catcat 8 posts View original ↗
  1. I've been using RPG Maker VX for a while now, and there is a minor issue I've been having:

    The star tile passability setting naturally sets "Above Player", though perhaps I don't need to state this as this is widely acknowledged...

    The issue is that when I set my Tile B (or C,D,E) tile to the "Star" setting my players head is "cut off" if the tile in question is directlty after an "O" tile.

    To better understand here is a visual:



    Is there a script or other mean to allow my player to still pass behind the "Star" tile, yet not have the tile in question cut off my players head when my player is in front of it? I feel as if there is, but my searching has been in vain...

    Thank you for your help in advance.
  2. Are you sure it's cut off and that it's not just that short by default? The shelf might make it look like it's cut off just because the line is at the same height as the top of his head.

    VX Ace characters are only 32 pixels high, so they should either be fully under a * tile or not under it at all. You will normally only encounter this problem if you're using larger sprites with Ace tilesets.
  3. My character is the base 32 pixels high.

    I'm using a "$" on the character png file which by default boots the characters up 4 pixels on any tile.

    I've checked as well, my character is cut off by the shelf.
  4. This is a issue with rpg maker itself.

    Sadly VX and Ace lacks a "Same level as character" setting for the tile priority, so they are above or bellow. The star put it above.

    You can fix that making the tile object a event (just don't overdo it to not cause lag)
  5. Hmm, thank you for your help all. I do appreciate it, believe me.

    I may take up that idea Neon Black, I just might...

    I do believe that this is likely an issue that many individuals have, perhaps if this topic stays open longer a solution may come eventually, for the sake of others (and myself of course).
  6. I have a similar problem with my own project. I have a character that lives in a treehouse, and when he access the ladder on the tree, he walks up and then gets transferred to the treehouse.

    The problem is, halfway up the tree, it looks like part of his head is missing. I couldn't figure this out until you stated the passability. Basically, the top half of the tree is passable, because a character can walk behind it, so when I have my player go up the tree, it's still recognizing the passability of the tile. Not a big deal for me, other than being noticeable.

    Nice to see a script that fixes this for VXA though. I never saw this until now.
  7. You can have two tilesets with different passability settings on that tile. Just have your game switch from one tileset to another when the player passes over an appropriate spot, and your tile should be either behind or in front of the player, depending on their position.