Why no Tileset A in Event Graphics?

Dymdez

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Hello, just curious as to why Tileset A does not appear in event graphics? I want to make some castle walls that I can allow the player to walk through to find some secret items, but I don't see tileset A in the graphics list.

Any ideas?
 

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Hello, just curious as to why Tileset A does not appear in event graphics? I want to make some castle walls that I can allow the player to walk through to find some secret items, but I don't see tileset A in the graphics list.

Any ideas?
I took my A(1-5 depending on which component you want, I assume walls or ceilings) set into PS and edited a few of the tiles I wanted into the B through E set so I could change pass ability separately. You can also get a script to copy the entire map into a full size *png and get the tiles your want and then edit your additional tile sets.



Since you want to make the wall walkable by the player I recommend the "Star" passable since "Circle" will make the player appear on top of the wall\ceiling. 
 
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Dymdez

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Right. I was afraid of this being the only solution.. thank you.

Wow. You have a lot of tilesets. Give me them now please :)
 
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Andar

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The A tiles are the autotiles - most of them aren't the simple 32x32 pixel format needed for an event, but are 64x96 or 64x64 pixel structures that are cut and restructured by the game engine to create the different forms that are then used on the map.


To implement those special functions into the simple event structure would not only be a lot of programming, but also slow down the event display in general, risking even more lag with massive use of events.
 

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