Tileset clipping

RiseOfTheChimera

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 Hello! The game I'm working on is dealing with character sprites much larger than the default ones. Because of this I've had to make bigger buildings and tilesets I've run into an issue however. Is it at all possible to create a tile that, when in front of, will be covered by the player and when behind it, it would cover the player. I'm using a pixel movement script as well. Any responses would be greatly appreciated. Thank you!
 

seita

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I have the same problem, and the difficulty with this is that the engine doesn't have a way to deal with it right out of the box. There are workarounds, such as using character sheets for trees (since it will behave as if it's one whole piece, making the coverage work properly) but it would clutter your map with events. I've asked for some scripting help with this and if anything comes of it I can get back to you. More specifically, Shaz. She may be able to look into it during the weekend.
 
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RiseOfTheChimera

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I have the same problem, and the difficulty with this is that the engine doesn't have a way to deal with it right out of the box. There are workarounds, such as using character sheets for trees (since it will behave as if it's one whole piece, making the coverage work properly) but it would clutter your map with events. I've asked for some scripting help with this and if anything comes of it I can get back to you. More specifically, Shaz. She may be able to look into it during the weekend.
 The script for pixel movement and diagonal movement that I'm using makes events' collision detection very blocky so the tree events wouldn't really work; I don't want to cause the player any sort of lag as well. Thank you for the suguestion anyways. :)
 

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If you haven't gone too far into your project, you might like to take a look at RMXP. The database is more limited (you don't get to input your own damage formulae, and there are no notes that are popular with scripters), but the tilesets and mapping is nicer/easier than Ace.
 

seita

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In case you're using Victors scripts (me too) You can always change the size of the event. You use the comment call <event size: 32, 32> which makes the rather large tree collide at the same size as one single tile, while the rest will function like the tiles of a tree. If you're behind it, you're behind the whole thing, and vice versa for in front of it.

edit: it's also nice to use since transferring to another map could be made much easier. If you have a large pathway but you don't want to make 10 events to cover the whole path, you can just make the size <320, 32> or <32, 320>
 
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RiseOfTheChimera

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In case you're using Victors scripts (me too) You can always change the size of the event. You use the comment call <event size: 32, 32> which makes the rather large tree collide at the same size as one single tile, while the rest will function like the tiles of a tree. If you're behind it, you're behind the whole thing, and vice versa for in front of it.

edit: it's also nice to use since transferring to another map could be made much easier. If you have a large pathway but you don't want to make 10 events to cover the whole path, you can just make the size <320, 32> or <32, 320>
This info was actually very helpful! I cannot believe I missed that. Thank you!

If you haven't gone too far into your project, you might like to take a look at RMXP. The database is more limited (you don't get to input your own damage formulae, and there are no notes that are popular with scripters), but the tilesets and mapping is nicer/easier than Ace.
The game's mechanics are finalized. (for the most part) I would feel a bit demoralized to switch over to XP and have to re implement everything. I'll keep XP in mind for future projects if any. Thank you. :)
 

Shaz

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Before you spend any money on it though, use the 30-day trial to see just how different/similar it is. You might decide you've done too much work (with scripts and stuff) that can be carried over to Ace, to go to another engine.


So is your problem now resolved, with seita's additional information?
 

RiseOfTheChimera

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Before you spend any money on it though, use the 30-day trial to see just how different/similar it is. You might decide you've done too much work (with scripts and stuff) that can be carried over to Ace, to go to another engine.

So is your problem now resolved, with seita's additional information?
Will do. And unfortunately no but I'll keep trying.
 

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The HF-Packs have a special script included that solves the problem of the larger sprites they provide in most cases (unfortunately not in all cases, it's intended for the player sprites which are 1x2 tiles large, it doesn't help with the large animal sprites (which can be up to 3x3 tiles large)

So yes, there are solutions available - but I don't know where you might get them if you don't want to pay for one of the HF-Packs.
 

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