Walking on unwalkable tiles ...v2

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Started by Hyaziha 8 posts View original ↗
  1. Hey there!

    I know there's a thread already on the XP Forums regarding tiles that are walkable when they shouldn't- that's just a concidence. I tried what was suggested there to fix that problem, though. However, the solutions to that problem which where suggested there won't help here it seems...

    Here are some screenshots- I really, really can't figure out what's the problem here, so I'd really appreciate if someone knows what happenes.

    Blue Dots on the game screenshots mean the tiles can be walked on. White dots on the tile mean they aren't walkable... which is quite weird.

    (WARNING: excessive eyebleeding may occure due to the lack of mapping skills shown on the imagery.)



    V

    V



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    V

    V





    I googled the problem but it didn't came up with results that helped :/ (This may be because after all these years I seem to... kind of forgot how to use google smart, but whatever. Could be my fault then, though)

    Thank you so much in advance! ♥
  2. One of the first tips in that other forum was to check the first tile in the B tab, and if it's set to star passability - that tip referred to Ace as XP doesn't have a B tab.


    Unfortunately that is not included in the screenshots of your post, but it's the most important quirk in the Ace mapping:


    If B1 is NOT set to star, then ALL passabilities on that tileset are broken.


    So please check that first.
  3. Hey there, thanks for your reply. However, as I took 3 months of a break from creating anything in RPG maker until some days ago, I am not quite sure anymore what you mean with the B Tab.

    I believe it's this (markes as #2 on the first screenshot) here but it puzzles me even more now, to be honest °_°



  4. Yes, that is what I was talking about - but the key to your problem is the very first tile in the top row of that tileset, and you scrolled the screenshots down so that this key tile is no longer visible.

    The first B-Tile always has to be transparent and always has to be set to star, because it will automatically fill the entire top layer of the map unless you place a different top layer tile there - that is what makes this first tile so important to passability.

    Please check if that tile has a star - if not, then set it to star.
  5. hmmm. Still doesn't make much sense to me. It seems like it's exactly how it should be? I can't remember altering it anyway. Strange :o

     
  6. Tileset are OK - did you install any script that changes movement or passability?

    Pixel movement, force move scripts or whatever?
  7. Hmmm, no, -actually not-. I tried that once, it didn't work and I removed it again- at least I can't find it anymore on the list (was something with another character following around the main character), but this was very early at the beginning of the project and I didn't encounter any problems with game testing yet, except on this particular map. I really can't find out where's the difference between those maps and the others.

    (I try to sneak past the usage of scripts by using events. Said tiles don't have any overlaying events, though.)
  8. It looks like you've put down the ground layer, then used other tiles from the A2 sheet to decorate it. The big crack, the mossy groundcover - things that are transparent so the ground shows up underneath them. Because they are above the ground layer, the engine uses THEIR passage settings (passable from all directions) instead of the tile below it.


    This is what you need:


    http://forums.rpgmakerweb.com/index.php?/topic/6746-ignore-layer-passability/


    You'll have to set the terrain tag on those A2 tiles on the right side that you've used to paint over the ground.