Frogboy

I'm not weak to fire
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Maybe I'm still a little too noobish and just haven't noticed anyone or anything that uses this yet, but it seems like it could be a powerful feature.  I've watched a ton of YouTube tutorials and such and never heard any of them mention Terrain Tags.  These allow you to assign numbers to specific tiles and retrieve those numbers with an Event command.  I don't really know what to do with it, though.  Maybe with a few examples, it might give me the spark that sends me down a path that I hadn't yet discovered.  So, are there any clever uses for this feature?  Do you use them for anything or can you at least imagine using them for something?


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Wavelength

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They're useful for scripting or complex eventing (using other commands like the "Get Location Info" after setting variables equal to the player's Map X and Map Y).


As a couple examples of things you could terrain tags for:

  • Placing them on walkable "holes" of variable size around map and having an event make the player "fall down" the hole (freeze, fade out, dropping sound effect) if they walk on it
  • Creating icy terrain where the player will automatically keep moving in a direction if they walk over the ice, until they're no longer on ice
  • Allowing a player to jump a few tiles using a button, and checking the terrain tags of the destination tile to make sure the jump should be allowed
  • Having sound effects play based on what kind of terrain the player is currently standing on

I usually use Region IDs for this kind of thing instead, but Terrain Tags are a lot more convenient if you're always treating a type of tile the same way (e.g. the "Hole" tile will ALWAYS be used to allow the player to fall down)
 

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I have been enjoying a game on my iPhone, called Wonderbox. It is just a little game where you create adventures, share them, whilst also being able to play others. It's a bit zelda-esque. I have started some youtube for those, gonna start with RPG maker things soon as well. So if you wish to see, do check it out :)
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I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
doing some wacky experimental stuff in MV right now :kaoluv: I cannot wait to drop what I've been working on

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