Layer C overwrites layer B

Denisowator

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I've done some googling, but can't find this specific problem anywhere.

Here's my scenario:
I've got basic ground level stuff set up on the A layers, then I've got my building sprites on layer B (because some parts of the buildings end in points and leave empty areas that are the blue/black checkerboard). I've also got layer C which holds stuff like fences that should display on top (in front) of the buildings.

When I place a tile from layer C, where a layer B tile is, it completely overwrites it and removes the layer B tile, leaving layer C with the blue/black checkerboard.

Just some images to explain better:
upload_2018-11-10_21-28-12.png

upload_2018-11-10_21-28-51.png

I could always take the pointy roof parts and put them on layer B, while leaving everything else on layer A. But is there a way of making layer C tiles appear above layer B, and the same for the following tiles (D, E).
 

TheoAllen

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There is no such thing as layer B and C. Both are in the same layer.
The VXA layer goes like Layer A and then next layer is B ~ E
Such mapping versatility can only happen in RMXP.

An alternative method would be either
1. Put the 'bottom/ground' tile at tile A, on A5, then use B ~ E as doodads
2. Use parallax mapping (there're tutorials for it)
3. Switch to XP if you really want that kind of mapping flexibility.
 

Denisowator

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Thanks, I'll definitely be looking at parallax mapping later on. For now I'll put the lower building parts on Layer A.
 

Shiro-chan

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Another option is using events:
Map-design:


Event placement:


Remember to set your events' levels' correctly (you'll probably need "same" or "above" in most cases), and make the correct ones "Through".
 

TheoAllen

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Events can be the thing, but using too many cosmetic events adds up to the process and it may contribute to lag for each of them. Which was the reason why I didn't mention it.
 

Shiro-chan

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That's true, but the amount of events required for lag to become noticable is mercifully rather high. If all else fails, just use a single event with a large graphic instead.
 

Shaz

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MV has two upper layers, but Ace only has 1.

You could put your buildings on layer 1 (use the A5 tile). That would allow you to put your fences on B-E and overlay them on top of the buildings without replacing them.
 

Kuro DCupu

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Another one is to directly edit the image and prepare any possible built-in tiles that you need. Like a plain wall, plain wall with window, plain wall with cracks, wall edge with green grass, wall edge with green grass with fence bordering, etc etc.

Unless you are not planning to do lots kind of house, this is more a pain in the ass and also very limiting in many ways.
Not recommended.
Just saying.
 

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