Event-Friendly Elevator

MasterLagger

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I only just started to make my own sprites, so I thought the first thing I'd submit would be something useful. And I didn't see anything elevator related when I searched for one, so I made one myself. This elevator is event-friendly. It can open and close by 'turning' the sprite when using the 'Set Move Route' event. The elevator doors come in 3 colors: Blue, Gray, and Gold-ish. The only downside I can think of is that the player can't walk into the elevator.

I made this on my own using Paint.NET. Anyone can use or edit this. Feedback would also be appreciated.

!$MLelevator.png
 

CrypticCuddler

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Hmm could actors walk in though? (other characters)
 

MasterLagger

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That might be possible, but it might look weird. If my sprite lacked the 'elevator room' part and just had the sliding doors, having actors and the player enter the elevator wouldn't look so bad.

Edit: I tried using just the elevator doors without the room background, and I got the player to enter and shut the elevator door, but I'm having trouble getting the elevator door to shut 'in front' of the player.

2nd Edit: Alright, I solved the problem in my earlier edit. Just having the elevator doors with a tile for a background is better than what I originally posted. The only thing that makes this slightly weird is that I had to edit my character sprite sheet so it was 96x128 and have !$ put in the beginning of the file name. Not doing so causes the elevator to clip the top of the player's head. Anyway, I'll post the elevator doors.

!$MLelevator_noroom.png
 
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Engr. Adiktuzmiko

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A character sprite with a ! is not a good idea actually, as that removes the y-shifting that makes the player look like it was walking "on-top" of the tiles...
 

MasterLagger

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It's shift in about 2 or 3 pixels, which isn't much of a difference if you're concerned about how close the player is to a wall. I suppose it would be an issue if the player tried getting on top of a stool or any other small object. For me personally, I had more issues with the player clipping over 'entrances' rather than whether or not the player can get on top of small objects properly. I suppose it all goes down to personal preference.
 

Engr. Adiktuzmiko

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Depends on how you do it... as long as you just change charsheets when ur near the elevator, I think that will suffice... but if you're always using the non-shifted character, that can look really bad...


why not just make the elevator more than a single tile high? It's kind of normal to have the elevator/door height to be a bit higher than the average person is anyways, and I don't think it will clip if done that way...
 
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CrypticCuddler

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Hmm yes I think taller ones may be better, but I'll play around and see. Thanks so much for testing MasterLagger!
 

MasterLagger

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Depends on how you do it... as long as you just change charsheets when ur near the elevator, I think that will suffice... but if you're always using the non-shifted character, that can look really bad...

why not just make the elevator more than a single tile high? It's kind of normal to have the elevator/door height to be a bit higher than the average person is anyways, and I don't think it will clip if done that way...
That might work, although I'd have to consider how it would align with it with walls without clipping through wall tile sprites. I don't want half a wall showing up when the elevator doors open. That would be a problem using my 'door only' sprite I attached. Hmm, I'll really have to think about how to do this. I'll edit this post if I think of something.

Edit: Okay, I managed to increase the size of the elevator by a bit. This fixes the player clipping problem, however, the wall above the elevator is now clipping. I'm thinking of making the elevator's roof somewhat visible to cover up the clipping.
 
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CrypticCuddler

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yeah I think the roof being visible would work well 8D
 

MasterLagger

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Sorry this took forever, but I got distracted. Then I forgot posting this after a few days. I think I remember testing this out. The elevator roof does overlap the wall clipping into the elevator event.

!$MLelevator_noroom - Copy.png

!$MLelevator_noroom - Copy.png
 

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