Suggestion Being able to put the STAR passibility on ANY TILE

Would you like to see this option implemented?

  • Yes

  • No


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MikePjr

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Description of the Feature:

  • Being able to put the star passibility on any tile in any tilset, including auto tiles.

Mockups:


Rather than a mockup of the editor, I thought i'd show what such a thing could do for people.
Behind the wall.png
You can walk behind the walls if that was included, simply by adding no pass tiles on the lower layer in specific spots.
This would also be useful for the tree tops.
I'd ask about the old square passibility.. but i figured that was pushing it.



Why is this feature good?
It would help give me a workaround for creating ceilings like RPG Maker 2000 and 2003 had.

Possible issues with this feature?
It might cause issues with the odd setup that ceilings already have where if you climb a latter, you can walk on the ceiling.
 
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mara_vertin

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Honestly I'm extremely disappointed that this isn't already implemented. When they said they would bring the layer system back (like in XP) I thought we could also use autotile in the highest layer with the star passibility (like in XP). It's so helpful, especially for woods.
 

MikePjr

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You can, just not on auto tiles.. which is insanely ridiculous to me..
I wanted to make some ceilings like in the picture.
BTW the picture is a mokup of what i was trying to do with auto tiles but could not because of lack of the star pasibility.
XP's layers were useful because of other features XP had.. people were screaming for the longest time, including me.. for not just the layer system, but for other features XP had to make a return.. and i'm not sure why but the head developer in Japan was against it.. but adding the layers and no other features to compliment such a thing, feels like a half step.. it feels incomplete and useless without any of the other features related to making maps that XP had.
 

The Row

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Would like to add that adding this option would save more or less a complete tileset chart composed of nothing more than tiles allowing the player to walk underthem. (Which I used to have in MV).

I would however also want to add that there are some problems with star-tiles, without a good way to block players (such as the yanfly region restrict for MV) it is very easy to put the player "out of bounds" allowing the player to walk outside of the area they are ment to be in.
Before the plugin I used to solve this by placing events on every tile I wanted the player not to be able to walk on, which isn't a good solution.
Don't get me wrong, I want the option, but I believe we would also need something like the region restrict plugin, (if there isn't one already, haven't had time to look yet.) else there would be a lot of problems with the implementations.

To be honest though, I don't know if this could be implemented, since those tiles aren't 48*48, but tiles composed of several others. If it just A tiles that arn't composit-tiles, I am all for it, and think it should be possible.
 

MikePjr

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@The Row
The thing is, all you'd have to do is use one of the other layers to throw down some tiles that block passibility in the right locations.
It just makes such a work around easier to manage.. otherwise you end up pulling apart tiles from the auto tiles and making the needed tiles in BCD or E.
That's just adding a ton of work to your work flow, when you should have just been able to use the auto tiles.
I don't think the layout of the tiles matter by the way..
Otherwise it wouldn't work in XP.
Auto tiles should work fine with star pasibility.. i do feel it should have had what XP had though..Priorities.. it was the star.. only you had like 5 different stars.. i wanna explain how that worked.. but.. ugh.. i don't think i can.
 

The Row

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@MikePjr
True I didn't think of hidding unpassable tiles under a star tile placed on a high layer... I must think about this, it might have solved a problem I am currently working on.

My thought about the problem caused is if one makes a star tile and then changes the passability to be only 3 directions. The tile after all is only showed as one in the editor, but is in fact 4 or even 6 tiles, in some cases 7 or even 8.
Right now I ain't sure however if the direction block even works on star-tiles, I need to test it more however before I can post a bug report about it. (basically I need to confirm it is a bug and not me being stupid)
 

MikePjr

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There's 4 layers.. say you use layer 2 or 1 for the impassible areas, then layer 3 which would be over it for the star tiles that hang over the player.
Pretty simple stuff.
My complaint is really just all the work that could be cut back on if auto tiles could just be told to hang over the player like any other tile with the star impassibility.
 

Nekohime1989

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Such a thing is already possible with a plugin. It's a pass from me.
 

mara_vertin

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@Nekohime1989 Almost everything is or will be possible with the right plugin. If you see it this way we could just stop making suggestions to improve the program all together. But everyone has different priorities I guess.

For me, who only works with the editor because I can't do parallax mapping, the prospect that the mapping is as it was in XP was the biggest factor to buy the new version. Now I will ask for a refund.
Maybe I will buy it again someday in the future. We will see. :)
 

Trihan

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Mike, will this official MZ plugin do what you're needing?1598091327065.png
 

MikePjr

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I don't know.. can it be used on the auto tiles?
I ask because i can't check anymore.. i already returned the software and got a refund.
I wasn't super happy with this maker..
I'm not saying that other people should feel the same way, in fact i encourage people to keep using it if they're happy with it.
I wasn't super happy with it..
 
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Archeia

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Overpass Tile Plugin is an official one Ojima-san added (the creator of RM) exactly for this suggestion since he doesn't want it in the editor. IDK why but technically he "added it" since MV.
 

MikePjr

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My bad then.. sorry..
I wasn't even familure with it's existence until now.
 

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