How do I load tilesets not related to the actual level design but for the event editor?

Kane Hart

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So first off I been modifying the dungeon b tile set with the ores. I made my own tileset with coloured versions of the ore veins. I don't want them to be in the main tileset as a level as I don't plane to use them for anything but events. But the issue I'm having is that I can't seem to be able to add them in the game folder but Graphics\Characters... The issue is I had it at 512x512 and was taking way more then 32x32 sized... Then I found out you can go smaller like 384x256 and it works just fine... Or so I thought....

Then I started to interact with the ore via the event... It started to turn the ores from the left and right and bottom.. It was acting like a NPC following me :p

So How can I important just static event tiles without needing or adding it to the main level tileset.
 

Engr. Adiktuzmiko

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Set it to direction fix on the lower left part of the event
 

Kane Hart

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Set it to direction fix on the lower left part of the event
Thanks. Though how come other tiles don't require this? I assume there is nothing else I can do to not have to do this by default.
 

Shaz

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Ah :)


A character sprite is normally used for a character that moves around - one that has different directions (the rows) and different animation frames in each direction (the columns).


When you interact with an event, the first thing it does is turn to face you. This usually means the event will show a sprite on a different row.


The trouble comes when you use character sheets for OTHER things, where each cell contains a completely different image. The engine does not know it's not a regular character (how would it?), so it's still going to use the default behaviour of turning to face you.


The Direction Fix box is your way of telling Ace that this character sheet is NOT multiple images of the same character just facing different directions, and that you DON'T want it to follow its default behaviour :)
 

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