Mapping an auto tile area so you can walk under it

Kes

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HOW TO MAP A DOORWAY YOU CAN WALK UNDER, A 'SECRET' PATH, ARCHWAY, WHATEVER YOU FANCY
IN AN AUTO TILE AREA



This tutorial is made as a result of a request. NOTE it doesn’t matter if you are using VX Ace or MV, the process is identical.

People often want the player to walk under tiles to get to another part of the map. It could be a ‘secret path’ or an archway, or simply a doorway. This tutorial shows how this can be done in the editor using straightforward mapping. In addition to RPG Maker you will need an image manipulation program e.g. GIMP (free), PhotoShop, paint.NET I have used GIMP for this.

You want the player to move from the large room to the smaller, though an apparently solid wall.
Tutorial 1.png

Create B-E tiles

You cannot use your autotiles for this, as you need them to be set to star passability.

Open your A4 tile sheet in your image program. Copy the large lower section of the ceiling tile and put it on a work sheet, with the grid set to half the normal tile size. That means that if you are using VX Ace your grid will be 16 x 16, and if you are using MV your grid will be 24 x 24. You will then have something that looks like this.
Tutorial 2.png
So that you can see more clearly what is happening, I have hidden the dark centre of the tile for the next step. Copy the tiles marked 1, 2 and 3 (if needed) and put them on the tile sheet you will be using for mapping. Import the sheet into your project and mark them with star passability.
Tutorial 3.png Tutorial 4.png

Mapping

On your map, you will need walkable tiles where you want the player to go. Use shift-click mapping so that you do not disturb your ceiling autotiles. If you do not know how to shift-click tiles, see this tutorial – it is a skill that you will need for a lot of things.
Tutorial 5.png

Place tiles 1 and 2 over the gap and you now have a way for the player to walk along – but with a problem! The top of the head will show.
Tutorial 5_1.png

That is because sprites are offset by a few pixels. To solve this, simply place another copy of tiles 1 and 2 on the row above the path over your auto tile. The sprite is now no longer visible, and your player can get through to the other side.
Tutorial 6.png

Tile 3 is only used if the area you want them to walk under is wider than 2 tiles. You use them in exactly the same way.

Single tile e.g. doorway.

Take just the outer half of your autotile and combine it into one complete tile and use in the same way.
Tutorial 9.png

Here are a couple of screenshots showing single tile doorway and much wider hidden path.
Tutorial 7.png Tutorial 8.png
 

Ellie Jane

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Looks pretty nice. Since this is an additional graphic we could go further and sprite it in such a way that you can tell it's a doorway. Maybe even have an event graphic sticking out that looks like a open door, or what some people do which is just jut it in a little at an angle, showing a bit of wall.

Or there's the Final Fantasy VII way which is to show an arrow icon to show that it's a doorway you can walk through.
 
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Kes

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@Amy Pond You're right, of course, but the request was from someone who is only starting out, so I thought it best to keep it simple. I might at some stage put an additional section on extras that people can try. For some of my own doorways I utilise additional graphics. However, I have never, ever been tempted to do the FFVII arrow method, I just don't like it.
 

BCj

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Thanks for this tutorial :)
 
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BCj

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Oh yes, I was planning to have hidden paths.
 

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