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In-Depth Maps v2.0

Fyx maps depth perception behind walls

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#1 FenixFyreX

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Posted 24 May 2012 - 02:11 PM

Fyx In-Depth Maps
Version 2.0


Introduction
This script is not exactly plug-n-play. You have to mark tiles that you want above the player with a region. Then, you have to surround those tiles with the non-passable region. It sounds complicated, but it really isn't. Check out the demo :D

Features
  • Create overhead walls/roofs/ceilings. The player can pass behind them.
  • Turn the system on and off with a switch.
  • Using a specific route, define areas where the player can 'pass' through to secret areas. See the demo, in the cave.

Screenies
A map of a mountainous route being setup:
Spoiler

And a house being setup:
Spoiler

Aaaand an in-game, normally you couldn't get where the player is:
Spoiler


Script
Please get the newest version 2.0 script from the demo.

Here's a demo too:
v2.0 Demo

FAQ / Notes

If you have any questions, feel free to ask.
If you use this in your project, don't forget to credit me ;)

#2 ~NeXy~

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Posted 24 May 2012 - 03:24 PM

Umm... I implemented it in a clean project, in the following order:

FyxTile module.
Fyx In-Depth Maps

and nothing happens... I still can't get behind walls :/

#3 FenixFyreX

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Posted 24 May 2012 - 04:33 PM

:/ It's working for me. Are you talking about the A4 tiles, or A3 buildings? Cause this only affects A4 for now.

EDIT: Thanks to IceDragon's testing, I found the problem. Try it now.

#4 ShadowFox

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Posted 24 May 2012 - 07:04 PM

I've tried it but the character is still not going under the ceiling tiles. I have tried everything I can think of. The following link is the demo of the file.
Attached File  Overhead Ceiling.rar   1.37MB   29 downloads
(If that does not work then here is a freefilehosting website link: http://www.freefileh...erheadceiling_1

EDIT: Because I'm at college I am unable to download from mediafire

Edited by ShadowFox, 24 May 2012 - 07:09 PM.


#5 FenixFyreX

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Posted 25 May 2012 - 12:54 AM

I know. I am actually changing the way this system works completely; the OP will be updated when I'm finished.

#6 ShadowFox

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Posted 25 May 2012 - 02:44 AM

OK.Thanks again.

#7 FenixFyreX

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Posted 25 May 2012 - 12:23 PM

Alright, version 2.0 is up, and stable. Get it from the demo which also shows you how to use it :)

#8 Safebox

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Posted 25 May 2012 - 03:22 PM

I don't have RMVX Ace but I still want to take a look at this. Screenshots please?
I support:
Spoiler

Favorite Quotes:


#9 FenixFyreX

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Posted 25 May 2012 - 04:55 PM

There you go, I posted some. If I ever get the time, I'll do this for vx too, using areas, or events, or idk. Lol.

#10 AmnesiacJack

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Posted 25 May 2012 - 05:39 PM

Wow this will save me so much time and it's so easy to use. I had planned on parallaxing every map that had a wall to walk behind but now that's not needed. Thanks a ton for this.
Documenting my first game with VX Ace.
Spoiler

#11 Rixis

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Posted 25 May 2012 - 05:50 PM

Do you think in a future update it would be possible to to create some kind of shadow under the parts you walk under so you can see your character in some way :)

I think it would be really useful! But im sure it's a lot easier said than done. But Anyway just a suggestion and hope you consider this script is exactly something I need :]!

#12 FenixFyreX

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Posted 25 May 2012 - 07:30 PM

@Rixis - Yes, it's possible. My next version will include this, and a couple other things.

#13 ShadowFox

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Posted 25 May 2012 - 08:10 PM

Awesome. Thanks. The script works this time, so thanks again.

Edit:
Something very weird has just happened.
I've upload the 2 pictures. The first is with the script switched off and the next is when it is on.
Just wondering if there is a way to have the script to be on but showing the tiles as if it was switched off?
Attached File  Overhead script off.png   295.22K   186 downloads
Attached File  Overhead script on.png   301.84K   184 downloads

Edited by ShadowFox, 26 May 2012 - 07:05 AM.


#14 FenixFyreX

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Posted 26 May 2012 - 04:08 PM

Umm...the tiles of that particular house aren't layer 0 on the map. That house is part of TileB-E, and thus doesn't need my system to function...what you need to do is just modify the house's back parts to the star (above player). They are already behind-walkable. You don't need to use the system on that house. Lol.

EDIT: For anyone who wants to know:
My system affects all tiles from layer 0 of the map. That means most of A1, A2, A3, A4, and A5 tiles. Tiles B-E are erased by my system when on top of a layer 0 tile that has the overhead region on it, because the system moves the layer 0 tile to layer 2(where the B-E tiles are). Thus, always make your chimneys/events/etc above player on those particular areas.

#15 ShadowFox

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Posted 27 May 2012 - 05:22 AM

I see. Well, even in the normal game with the script turned off, some of the tiles will not let the player move behind them.
Here is the demo to show exactly what I mean.

Attached File  weird problem.rar   1.31MB   2 downloads

#16 FenixFyreX

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Posted 27 May 2012 - 06:22 PM

You don't even have my script installed in that demo; that isn't a problem on my part. That is your passabilities needing to be setup correctly. Lol.

However, I could edit the system to allow a fourth region to modify 2nd layer tiles, which would fix your problem. Or you could just event the fix instead of taking up another region.

#17 ShadowFox

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Posted 27 May 2012 - 09:56 PM

I see. I have the passabilities set up, and I believe it was set up correctly but as you can see in the demo I could not walk under them.
I do not know if they are set up correctly or not.

#18 Skyelarke

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Posted 19 July 2012 - 08:42 AM

Hey,

First off, let me say awesome script! I'm loving what it can do.

I have a problem though...

My wife and I, while testing the script, came across a very interesting issue which isn't covered in any of the comments so I figured I'd point it out. It happens when you save the game (on a map using this script) completely exit the game, and reload the saved game. It acts as if the regions aren't set anymore and the only way to get it to work again is if you're in the editor ---> game launched, is to hit F9 to bring up the switches and variables, select switch #100 (the one you listed controlling the script) turn it on, then turn it back off).

This does a kind of "reset"

To test to see if I screwed something up with my game (so that I wasn't just ranting about your script to troll) I went to your demo, loaded the game, moved around some, saved, exited, and reloaded and sure enough the same problem.

Do I need to set an event to constantly turn the script on and off then turn the event off on each map to get it to work right or do you think you can find the time to figure this problem out?

Let me know as I would really like to keep the script.

Sincerely,
Skyelarke

#19 Gunterrr

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Posted 24 November 2012 - 03:48 PM

Can you add a feature where if you are under a tile then that tile and others with that region # will be affected by an opacity setting so you can see the character while under a tile?
Besides that it is a very nice script.
http://forums.rpgmakerweb.com/index.php?/topic/391-rads-retro-tiles/

#20 pinkapinkie

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Posted 27 November 2012 - 06:27 AM

There's a very, very annoying bug with this script. Sometimes, if you save on a map with passages and reload in that map, passages bug, not allowing you to pass through. Could you fix it please?





Also tagged with one or more of these keywords: Fyx, maps, depth perception, behind, walls

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