How do I make it so my character can walk under certain tiles.

Shane

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Okay, so here is the scenario. Trying to make a maze with walls that are two blocks high. I want it so when I'm walking from the north to the South, and run into the wall, I go under the first tile, hidng the character. This is how it would realistically look, with the angle of the camera. But instead, the character is blocked by the roof blocks. Now I know how to set the * on tiles to make it where I can walk behind them, but that will make all of the roof tiles transparent when I just need certain ones to be. I've read about adding the tiles to the E slot and making that one transparent, but that one isn't an autotile and doesn't work right. I didn't know if there was a simple plugin where I can make specefic tiles transparent based on the region I put on them or something like that, I've read about screenshotting all of the autotiles and making my own custom sheet, but I don't know how to do that and can't figure out how. So please, if there isn't a plugin option, and there is a slightly more complicated option, explain how I do it, just in case I don't know how to. Thanks in advance :)
 

mlogan

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You will need to use a program such as Gimp or Photoshop to copy the piece of tile you need into a B-E sheet. Then for that section use that tile, with a * setting.
 

Diretooth

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The simplest way to do this is to get a plugin that allows that. You could have that particular tile be set above the player through the Tileset section of the database, but you'd probably end up with more problems trying to get that to work than not. Yanfly's Region Restriction plugin might be of use: http://yanfly.moe/2015/10/20/yep-18-region-restrictions/
Honestly, though, unless it's vitally important to your project that the player character has to be able to move below the 'roof' tile of the walls, I wouldn't worry too much about it. There are some acceptable breaks from reality that most RPG games have. Nobody's going to care if you can go under the wall or not, and it would probably be too much work getting it just right. When it comes to game making, remember this: Games are not meant to be realistic, that's just a bonus feature people add to them. And sometimes, too much realism can ruin the fun, not only for the player, but for the developer as well.
 

mlogan

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It's really not that hard to create a piece for a B-E tile, once you understand how autotiles work. And it works fine in game, I've done it a fair amount, I like the touch it adds. If you need more detailed help, let me know.
 

Shane

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You will need to use a program such as Gimp or Photoshop to copy the piece of tile you need into a B-E sheet. Then for that section use that tile, with a * setting.
But how do I get it where it lines up with the tiles in the sheet? Like an example, I tried doing the screenshot, and just using it as is without taking it to photoshop, and the tiles wouldn't line up with the picture. Obviously there would be a way to do this through Photoshop, which I have, but I'm not fluent in that either and wouldn't know how to
 

Shane

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The simplest way to do this is to get a plugin that allows that. You could have that particular tile be set above the player through the Tileset section of the database, but you'd probably end up with more problems trying to get that to work than not. Yanfly's Region Restriction plugin might be of use: http://yanfly.moe/2015/10/20/yep-18-region-restrictions/
Honestly, though, unless it's vitally important to your project that the player character has to be able to move below the 'roof' tile of the walls, I wouldn't worry too much about it. There are some acceptable breaks from reality that most RPG games have. Nobody's going to care if you can go under the wall or not, and it would probably be too much work getting it just right. When it comes to game making, remember this: Games are not meant to be realistic, that's just a bonus feature people add to them. And sometimes, too much realism can ruin the fun, not only for the player, but for the developer as well.
I understand what you're saying when it comes to realism, but I want to add it as it's just more appealing to the eyes, aesthetically, than just bumping into an invisible wall. And I've checked out that program but it seems to just allow the ability to add a script function to regions, which I don't know how to use a script to make the player walk under a tile
 

mlogan

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This blog helps explain how autotiles work. While it was written for Ace, everything holds true except the dimensions - you would use 48x48 and 24x24 instead of 32x32 and 16x16.

I use Gimp, it's free and I've found it plenty sufficient for editing things for RM.

In Gimp, you want to create a new image. Make sure to open the Advanced Options and set the background to transparent. Under the Image dropdown menu, go all the way down to Configure Grid and set it to 48 for both. Then go to view and set Show Grid and Snap to Grid on, and turn off Snap to Guide.

Open the tileset image that has the tile you want to use. Also change the grid settings here to the same as above. Now you can easily use the rectangle select to select the autotile you want and copy it. Go to your new image and paste it.

Now, in your new image, set the grid to 24x24. This will give you the smaller bits that work together to make up the 48x48 tiles. You can see here how I've put some basic top/bottom and left/right pieces together using them.

tilehelp1.png

On a 48x48 grid, they will look like this:

tilehelp2.png

Next, you will need to open the tilesheet you want to add it to. Or you can create a new document that is 768x768, transparent background for a new tilesheet. Paste your pieces in there (again, for the new one, I would configure the grid and use Show Grid/Snap to Grid - it just helps prevent stray pixels) and use File -> Export to save them as .png file. (The save option only saves as a Gimp .xcf file.) Depending on what I'm doing, I usually just export files straight into my project's tileset folder. If I think I will need to edit more, I will also save the .xcf to a separate folder on my computer.

I hope this helps. If something's not clear, let me know.
 

Shane

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This blog helps explain how autotiles work. While it was written for Ace, everything holds true except the dimensions - you would use 48x48 and 24x24 instead of 32x32 and 16x16.

I use Gimp, it's free and I've found it plenty sufficient for editing things for RM.

In Gimp, you want to create a new image. Make sure to open the Advanced Options and set the background to transparent. Under the Image dropdown menu, go all the way down to Configure Grid and set it to 48 for both. Then go to view and set Show Grid and Snap to Grid on, and turn off Snap to Guide.

Open the tileset image that has the tile you want to use. Also change the grid settings here to the same as above. Now you can easily use the rectangle select to select the autotile you want and copy it. Go to your new image and paste it.

Now, in your new image, set the grid to 24x24. This will give you the smaller bits that work together to make up the 48x48 tiles. You can see here how I've put some basic top/bottom and left/right pieces together using them.


On a 48x48 grid, they will look like this:


Next, you will need to open the tilesheet you want to add it to. Or you can create a new document that is 768x768, transparent background for a new tilesheet. Paste your pieces in there (again, for the new one, I would configure the grid and use Show Grid/Snap to Grid - it just helps prevent stray pixels) and use File -> Export to save them as .png file. (The save option only saves as a Gimp .xcf file.) Depending on what I'm doing, I usually just export files straight into my project's tileset folder. If I think I will need to edit more, I will also save the .xcf to a separate folder on my computer.

I hope this helps. If something's not clear, let me know.
Thank you so much for taking the time to write all that out. I will definitely try it when I get back home later on this evening!
 

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