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- Sep 12, 2015
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Missing something that is probably a simple oversight?
Just want some spike(up) tiles that will be deactivated(down) by switches.
No up and down, timing ,or damage.
I put in the spike graphic(up) from "Other1" in event page1 ,same as char.
and the deactivated spike graphic(down) from "Other1" in event page2 below char
The spikes show on the map when setting up the events.
When playtesting,the switches all work and show the deactivated state of the spikes.
The problem is that when I playtest,the spikes (up)
themselves are invisible
and do not show?You can walk right over where they should be.
By the way,the switches will be placed in different places than where they are.
I only set them up here instead of running all around testing them.
The bottom 3 pics are map with the events
playtest-no spikes show.
After activating switches,all the deactivation(down) graphics show.
Thanks





Just want some spike(up) tiles that will be deactivated(down) by switches.
No up and down, timing ,or damage.
I put in the spike graphic(up) from "Other1" in event page1 ,same as char.
and the deactivated spike graphic(down) from "Other1" in event page2 below char
The spikes show on the map when setting up the events.
When playtesting,the switches all work and show the deactivated state of the spikes.
The problem is that when I playtest,the spikes (up)
themselves are invisible
and do not show?You can walk right over where they should be.
By the way,the switches will be placed in different places than where they are.
I only set them up here instead of running all around testing them.
The bottom 3 pics are map with the events
playtest-no spikes show.
After activating switches,all the deactivation(down) graphics show.
Thanks






