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same issue as with multiple individual events, it lags behind the refresh.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.
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.because the tower isn't in the tile sets tab.
@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.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.
