Directionally impassable to passable tiles and vice versa

Cormorant

Warper
Member
Joined
Sep 12, 2019
Messages
2
Reaction score
0
First Language
English
Primarily Uses
RMMV
Hello! I'm having some trouble making a porch. I'd like a player to be able to walk onto it via stairs, but I'd like them to be unable to walk off of it except by the same stairs. No falling off of porches. I don't want to make the tiles bordering the porch to be impassable except when bumped into from on the porch. In other words, the player can walk on the bordering tiles from off of the porch only. I have a few screenshots of what I mean. Is this possible?
Capture.PNG Capture2.PNG

Edit:
I used this link helpful link on autotiles here: https://forums.rpgmakerweb.com/index.php?threads/shift-click-mapping.14387/
Using those methods I was able to make the tile to the right of the stairs passable by shift-right clicking a tile above and to the right of it (this copies the tile you right clicked exactly as it is without changing the connected variation when you paste it), and then shift-left clicking to paste it to the right of the stairs. It made it look distorted between that tile and the one to the right of it, so I right clicked (normally) a tile above and to the right and pasted (normally) the tile on bottom far right. This made it look normal as well as function how I wanted it to. I appreciate everyone's help!
 
Last edited:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
On the tileset tab click the 4 direction button then click the sides of the tile in question. That will allow the player to move up and down but not sideways.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,667
First Language
German
Primarily Uses
RMMV
What you describe is the default behaviour of the wall/ceiling tiles, where the ceiling tiles are used to simulate a two-level-map.

However there is one thing to keep in mind, no matter if you use the automatic directional passability of the A4 tiles or if you place manual direction blocks like described above:
You can pass from the restricted upper level to the regular floor by any override. This is intended to be used for the ladders and ropes that exist in the default tilesets, but due to engine limitations every passable "decoration" is considered an override. so if you place a passable flower next to the border, the player will be able to use this to enter/leave the upper area as well.

You need to keep this in mind when designing a two-level-map and not place decorations where they would become overrides.
 
  • Like
Reactions: Bex

Cormorant

Warper
Member
Joined
Sep 12, 2019
Messages
2
Reaction score
0
First Language
English
Primarily Uses
RMMV

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,847
Messages
1,016,972
Members
137,561
Latest member
JaCrispy85
Top