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> Mapping Issue
hawkeye7704
post Nov 25 2012, 11:52 AM
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I started a new project and altered the existing map tilesets instead of creating my own. The overworld tiles are now out of wack in regards to what tiles are passable and which aren't. I can walk through my water and mountain tiles even though they are set to not passable. How can I fix this?
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Jonnie19
post Nov 25 2012, 12:09 PM
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You need to change the passability from O to X Press the highlighted button on the toolbar at the top of RPG Maker VX:



Your tileset will now enter passability mode ensure that they look like this:



To make it change from X-0 then you just need to click on it smile.gif


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hawkeye7704
post Nov 25 2012, 12:15 PM
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That's my problem. I already did that. But its not taking effect. The water and mountains are on X but I can still walk over them.
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Jonnie19
post Nov 25 2012, 12:26 PM
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How did you edit the tileset?
Did you follow this template:


If it's still not working, then upload a demo and either PM it to me, or post it here!


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Shaddow
post Nov 25 2012, 01:17 PM
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Also be sure that you don't have an invisible tile above the water and such that will allow you passability, I've had that issue too and was able to resolve it by checking that.


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hawkeye7704
post Nov 25 2012, 01:29 PM
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QUOTE (Shaddowval @ Nov 25 2012, 01:17 PM) *
Also be sure that you don't have an invisible tile above the water and such that will allow you passability, I've had that issue too and was able to resolve it by checking that.

How do I go about checking that?
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Jonnie19
post Nov 25 2012, 01:37 PM
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Select the Tileset piece you want to actually use, and just redraw over the sections that have the wrong passability. tongue.gif


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hawkeye7704
post Nov 25 2012, 06:03 PM
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QUOTE (Jonnie19 @ Nov 25 2012, 01:37 PM) *
Select the Tileset piece you want to actually use, and just redraw over the sections that have the wrong passability. tongue.gif

Nothing...

I'm trying to make a demo but I can't seem to recreate it. In a brand new project using these tilesets, they work perfectly. So I'm thinking it is something in the map info. I've tried transferring everything over to another project and it works fine then transferring everything back including the map info and stops working. I don't know what to do.
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Shaddow
post Nov 25 2012, 06:07 PM
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It is possible that you just have a glitch in your project, if transferring everything to a new project works, you may consider that, you should be able to move literally everything. Since it can't be recreated it is very hard to narrow down what may be causing it.


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hawkeye7704
post Dec 15 2012, 06:03 PM
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I think something is definitely wrong with my custom tile set. The game thinks any sprite on TileA(1-5) is water. The ship can traverse on it. But still walkable water. I do not understand why the game is letting my character walk on water. (please resist Jesus jokes tongue.gif )
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Jonnie19
post Dec 16 2012, 08:41 AM
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Do you have any scripts editing passability?


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hawkeye7704
post Dec 16 2012, 08:40 PM
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SOLVED!

Holy crap! So I don't know if this is a common thing but what happened was my overworld tiles were on TileA2, and anytime I would change the default passability setting, it made everything water and walkable. Glich? I don't know. But I fixed it by adding all my overworld tiles on TileB and left the settings alone. So everything is solved. I did sadly have to create a new project (one of many attempts). But now that I know the problem it is easy to transfer everything over.
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Jonnie19
post Dec 17 2012, 03:52 AM
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you do realise if you add it to TileB it no longer is animated!


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hawkeye7704
post Dec 17 2012, 07:19 AM
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my game is very 8-bit retro, no animation required.
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amerk
post Dec 17 2012, 09:33 AM
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Also make sure that the top left tile in TileB is a star. It must always be a star, nothing else, so it's best to always leave this one blank.


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hawkeye7704
post Dec 17 2012, 10:05 PM
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why is that?
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Resource Dragon
post Dec 17 2012, 11:18 PM
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Dragon has RAWR. So... RAWR.
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QUOTE (hawkeye7704 @ Dec 17 2012, 10:05 PM) *
why is that?


That's like asking, "Why are we here?" No one knows, it just is. ph34r.gif

Nah, I'm kiddin. It holds the default value for collisions(I believe), so it can screw up your game if you change it.


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