problem with the doors from ancient dungeons base pack tileset

Lyseth

Potato Mage
Veteran
Joined
May 26, 2015
Messages
723
Reaction score
44
First Language
English
Primarily Uses
RMMV
the doors are 1 tile too high on the walls how do I fix this? I attached an image to show what's up
 

Attachments

  • error2.png
    error2.png
    567.5 KB · Views: 12

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
33,872
Reaction score
8,584
First Language
German
Primarily Uses
RMMV
have you renamed the files?
The filenames of object sprites have to start with a !
all sprites without that ! at the beginning of the filenames are considered "people"-sprites, and people sprites are shifted up to make them look as if they are walking inside the grid instead of its borders.

But with all door- and object sprites there should be either ! or !$ at the front depending on single sprite or spritesheet
 

Lyseth

Potato Mage
Veteran
Joined
May 26, 2015
Messages
723
Reaction score
44
First Language
English
Primarily Uses
RMMV
have you renamed the files?
The filenames of object sprites have to start with a !
all sprites without that ! at the beginning of the filenames are considered "people"-sprites, and people sprites are shifted up to make them look as if they are walking inside the grid instead of its borders.

But with all door- and object sprites there should be either ! or !$ at the front depending on single sprite or spritesheet
the filename is !_doors, so I would think it should be fine
 

fizzly

Veteran
Veteran
Joined
Mar 23, 2012
Messages
1,010
Reaction score
635
First Language
Polish
Primarily Uses
RMMV
They are just supposed to be set one tile lower.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,145
Reaction score
1,155
First Language
English
Primarily Uses
RMMV
The square that you place an event graphic on is the bottom center square of that image in the spritesheet.

If you look at the image file, you'll see that the cells of the spritesheet extend beneath the door to create a rim underneath, so you either edit the image to crop it to where you want, or just place the event one square lower.
 

Latest Threads

Latest Posts

Latest Profile Posts

A video update on the progress I've been making on the cutscenes. :kaosalute:

I wonder if color LUTs is possible for RPG Maker. It would be game changer and can replace the not so good looking tint screen
new mechanic in battle where you can mentally erase enemies when you deplete all their MP instead HP. this gives you a special item of their "memory". it's pretty to do in battle so far.
Apparently MZ lets you preview move routes in the move route editor without having to start up test game. That could save a lot of time during development compared to MV, especially for a long game that uses a lot of event movement for cutscenes.
A repost of an old meme I had made, now with music

Forum statistics

Threads
115,863
Messages
1,093,555
Members
151,084
Latest member
Tyriemedia
Top