Passable Tiles not passable?

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NekroG

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To me it looks like its setup right, why won't it let me move in any direction on these tiles?

tiles issue.png
 

TheTsunaru

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4 Way Passage doesn't quite work like that. What it does is set the directions that you're able to walk onto or off of a tile in. So for the up arrow, since you have the arrow pointing up, you would only be able to enter/exit that tile from the top, while the other three sides are blocked off from access. I don't believe a maze is actually doable by using tile passage since you would inevitably need to have all four directions open just to be able to move through it, rendering the whole thing pointless.
 

NekroG

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Well That is a definite bummer, thanks anyways.
 

NekroG

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Can I make an event on each space that would block the person from going any direction but the one wanted?
 

Dad3353

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@NekroG...


If you use a copy of that Tileset, you could change the Passage to suit your needs. It would be possible, too, to duplicate the Tiles concerned if you need a 'special' Tile, for starting out, for instance.
 

TheTsunaru

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@Dad3353I dont think using a copy of the tileset would work either. Even if he were to have 3 of each tile and set them up so there was 1 of each possible movement option (Using the Up arrow as an example again, having a left-up for when they come from the left, a right-up for when they come from the right, and a down-up from when they come from down), you still wouldn't be able to use it to restrict movement to only the direction that the arrow is pointing, since the passage would be allowing you to go backwards as well as forwards (So if you went from an arrow pointing left onto one pointing up, you'd be able to go right back onto the left pointing arrow instead of being forced to go up)


Most tile mazes I've seen like this (though my experience is pretty limited to Pokemon) would typically use eventing to force the player to move in the direction of the arrow until reaching another one and changing direction, or running into a wall resulting in a stop. Its easily doable in the editor, though I dont know if it would be doable with that current map
 
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Shaz

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No, it wouldn't, unfortunately, because being able to move ONTO a tile from a specific side means you can also move OFF the tile from the same side, even though the arrow is going to be pointing in a different direction.


As an example, imagine you have an arrow pointing up, and the tile above it has an arrow pointing left.  So you move up then left.  The left-pointing arrow tile would need to be passable from the bottom, to allow you to move onto it from the up-pointing arrow, and passable on the left, so you can move off it in the correct direction.  However, because the left-pointing arrow tile is also passable from the bottom, you could move down as well.


What you need is a plugin that will let you enter a tile from any direction, but only leave it from the one direction.  But you'd then need to give the player an option to reset or go back to the start, that is not linked to them activating any particular object on the map itself, because they might get stuck with no way to get to the object.


If you're happy for the player to be able to backtrack though, the above approach would work.
 
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Bex

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First Tile upper left corner of B Tileset Needs to be a Star!


Edit:


Ah this is MV again :). Nope in there you dont need to do this, only in VX-Ace.
 
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Dad3353

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@Dad3353I dont think using a copy of the tileset would work either...


You're right, of course. If retracing one's steps is not permitted, the 'Passage' flag alone won't do the job. It could be made to work by Eventing, if a Tile, once stepped upon, switched itself to 'Priority: Same', though, wouldn't it..?


Edit: Well, I tried it, and it works. Using Self-Switches, there is no way back. If, upon failure, the Maze was to be re-run, all the Self-Switches would have to be re-set, of course. It's not too much of a bind having to create all the required permutations of Arrow Tiles, and it's feasible. I made 5 copies of the original 4 Tiles, but haven't had to use all of them yet in the modest trial I did. It was quite fun, really; I might well use this in another Game.
 
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NekroG

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Thanx Dad thats what I ended up doing now. had to make like 5 copies of those 4 tiles but Now it works fine the way I wanted it to Thank you.


SOLVED
 

Bex

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I have 1 of many Workaround Ideas.


Make all puzzle tiles passable.


Than we need the regions 4,8,6 and 2


And a paralell common event with a loop inside it with a 1 frame wait for the time the puzzle runs:


#Common Eventpage:
#Eventcommands:
Loop
Conditional Branches if Left right up or down button is pressed
If yes set move route player wait 1 frame, no wait, this cancels the player movement
now conditional branchesfor player direction or control variable set player direction and than branches and compare it with the region he is standing on (get location info event command)
than do nothing or let him move 1step forward.
1Frame Wait
repeat above


Sorry very unfinished idea, i hope its not too much chineese and bad english.


So if player stays on region 2 but his direction is 8 he does not get the move one step forward command.


but if he is staying on region 4 and the variable also says his direction is 4 than he gets the move one step forward command.


You can say if region equals direction , than one step forward else he just waits^^.


You could use other regions but these region numbers safe us some amount and work with branches.
 
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NekroG

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This is what my tileset/ dir looked like to make it work

tiles issue.png
 

TheTsunaru

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You're right, of course. If retracing one's steps is not permitted, the 'Passage' flag alone won't do the job. It could be made to work by Eventing, if a Tile, once stepped upon, switched itself to 'Priority: Same', though, wouldn't it..?


I suppose that would be doable yes, but it would create issues in this particular situation. Since the player first has to go left in order to push the button, and they end up stepping on both tiles that are accessible from the button, they would end up getting stuck since both tiles would suddenly have same priority with the player. He would have to redo the room in a way to prevent any possible issues arising from that if he were to use that method.
 

Dad3353

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This is what my tileset/ dir looked like to make it work...


Well done..! Glad you got it as you wanted it. I was about to post my Tileset and Test Game, too, but no need, as it's close to your's. It may also be useful to warn of the perils involved in editing the 'A' Tiles without taking into consideration their 'special' properties. It may be wiser, in a case such as this, to use a different Tileset slot for these Arrow Tiles, to avoid any mishaps..?
 
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NekroG

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If its a copied tileset used in D instead of A, and will only use on this map I think I will be ok?
 

Dad3353

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If its a copied tileset used in D instead of A, and will only use on this map I think I will be ok?


That would be more prudent, I'd say (but only use these Arrow Tiles from the 'D' slot; the remaining Tiles probably won't work as intended from that slot...).
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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