Description of the Feature:
In 2k/3 you could make an autotile's passability square and this would allow the player to walk behind a one-tile height of that tile (usually used for ceiling tiles to give a bit of depth). This feature was removed in VX, Ace and MV, but it was very useful for those who wanted to emulate the SNES RPG feel. It was also great for hidden passages and having smaller, more compact rooms and giving the illusion of walls actually having depth behind them. It also allowed for one-tile-thick ceilings when you wanted to make arches inside rooms.
Here's an example of what I mean.
Code for Implementation:
No code, but I know that there are some scripts (and possibly plug-ins) out there that do this using regions. There's already the star-tag for tiles being set over hero, so whipping something up that is conditional based on which part of the autotile you're about to walk on shouldn't be too difficult... maybe?
Mockups:
It'd literally just be the reimplementation of the square setting from the earlier engines. An extra option when picking from circle, x and star setting.
Why is this feature good?
Possible issues with this feature?
Issues that might arise from this feature:
In 2k/3 you could make an autotile's passability square and this would allow the player to walk behind a one-tile height of that tile (usually used for ceiling tiles to give a bit of depth). This feature was removed in VX, Ace and MV, but it was very useful for those who wanted to emulate the SNES RPG feel. It was also great for hidden passages and having smaller, more compact rooms and giving the illusion of walls actually having depth behind them. It also allowed for one-tile-thick ceilings when you wanted to make arches inside rooms.
Here's an example of what I mean.
Code for Implementation:
No code, but I know that there are some scripts (and possibly plug-ins) out there that do this using regions. There's already the star-tag for tiles being set over hero, so whipping something up that is conditional based on which part of the autotile you're about to walk on shouldn't be too difficult... maybe?
Mockups:
It'd literally just be the reimplementation of the square setting from the earlier engines. An extra option when picking from circle, x and star setting.
Why is this feature good?
- Better mapping practices (with an extra tile for movement, maps don't have to be so large)
- More like the 2D RPGs
- Extra depth given to maps
- Hidden passageways
- It was already there and removed for no discernible reason
Possible issues with this feature?
Issues that might arise from this feature:
- Nessy might have an existential crisis~<3
- Might be hard to figure out how to pick just a part of an autotile to make a different height.



