Moving Behind a tile.

TicklishWasabi

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I know you can make certain tiles passable\impassable, but what about moving behind one. For instance, lets say I had a setup like this; a tower in the middle of a city. Would it be possible to make it so I can move behind the tower? Because otherwise it would be super awkward.Impassable Tile.PNG
 

Poryg

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in tileset passability settings you have either a circle - passable, x - impassable, or a triangle - pass behind tiles.
 

Andar

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@Poryg got it slightly wrong.

The setting is star, not triangle, and it is only available for tiles on the B-E tabs.
But any tile set to star is displayed above the player, and the passability is determined by the A tile set below that star-tile.
 

Poryg

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That's when you talk after you just wake up. Sorry :D
 

gstv87

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I advice you set up a tileset specificaly to deal with those kind of weird tile setups.

if you end up having to fix a tileset you don't want to change completely, you can use a blank event set to "above characters", with the image set to that tile.





it's a temporal solution, and it'll work, but depending on the video hardware it might "tear" that section and show a line of the background through it, as if that block would "lag" behind the refresh.
it works for a couple of events, but as you add more the tearing will be greater.
 

TicklishWasabi

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Hmm, im not sure why my picture didn't post, but I'll probably have to use gstv's solution because the tower isn't in the tile sets tab. That was the first thing i thought to do. Here's a pic, if anyone else as some solutions, but imma go try gstv's solution and see if it works. Impassable Tile.PNG

Edit: Ok, so making the tower a chain of blank events with the tower tile graphics seemed to have worked fine, no lag, or random visual glitches at all. But, if someone knows an easier way to do this, as it was very time consuming, I'm all ears.
 
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Heirukichi

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Did you try using a single event with a bigger sprite? I am not sure it works but if it does it is way less time consuming.
 

gstv87

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Did you try using a single event with a bigger sprite? I am not sure it works but if it does it is way less time consuming.
same issue as with multiple individual events, it lags behind the refresh.
 

LadyBaskerville

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because the tower isn't in the tile sets tab.
What exactly do you mean by that? If the tower is not part of the tileset, how did you place it on the map in the first place? Setting the tiles' passability to star is the usual way of handling situations like this, there should be no need for the workaround with events.
 

Heirukichi

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Edit: Ok, so making the tower a chain of blank events with the tower tile graphics seemed to have worked fine, no lag, or random visual glitches at all. But, if someone knows an easier way to do this, as it was very time consuming, I'm all ears.
@gstv87 it seems the OP has no lag using multiple events and only looks for a faster way of doing this, at least from what I understood from its message. Of course it is a different story if lag appears.

However using star passability IS the right way of doing it, no matter what. It doesn't even take that much time to change a tileset. Once the tileset has been set it is just a matter of selecting it and drawing the map. Even if that tileset is shared between maps it is possible to duplicate it and modify the duplicate to apply it only to this map.
 

Roninator2

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I honestly don't know what the problem is. I did this in 2 minutes.
I used events to block the player from moving down onto the roof, just in case something goes wrong. But they are not required.
set passage to star for the tower. Works fine
Using this method could allow you to have the player walk on the roof (with a ladder) and not go behind the bottom two tower tiles.
event.PNG tileset.PNG walk.PNG
 

TicklishWasabi

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Oh my ****ing god. There are tabs at the bottom, I'm actually ******ed. Gonna go drink some bleach now. Thanks everyone for your help.
 

Roninator2

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The tabs show up when there is a B, C, D or E tile set put in the graphic box.
 

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