The problem essentially is that the stairs I'm using can be walked down from any side. Vice-versa they can also be walked up from any side. This looks completely ridiculous. B1
Is there any way to make a tile passable only from a certain direction, or any other way to get around this problem?
Myst
Feb 21 2012, 08:46 AM
Akkain
Feb 21 2012, 08:52 AM
Thanks for this. c:
I mean, I had considered blocking the stairs at both sides like that on the bottom floor but that sort of thing won't quite work with the way the room at the top of the stairs is set up.
Here is how it is set up right now on the second floor, where the real problem lies:
Kaust
Feb 21 2012, 08:57 AM
Nah I think he means in the middle of a room rather than an exit. Like this: Click to view attachment
Of course you could try to be a bit creative with surrounding objects or maybe set up something that looks like a railing, but I cant think of any way to do conditional passability.
Edit: ah disregard my post, he made another while I was setting it up >.<
Myst
Feb 21 2012, 09:04 AM
Make more space on the left side of your map and move the stairs, then make events surrounding it having "same as character" value on.
Akkain
Feb 21 2012, 09:06 AM
Ah. Thank you very much~! c:
I suppose I can fiddle with this formatting stuff a little more if there's nothing else to be done. Thanks for the help you two. :'D
Edit: That worked perfectly Myst. Thank you so much~! :'DDD
Also, it's not really important, but I-I'm a girl.
Myst
Feb 21 2012, 09:15 AM
No problem feel free to PM me if you ever need any help.
amerk
Feb 21 2012, 01:41 PM
There's no tile passability in VX like there was in previous installments, but you can set up passability through events. Set the stairs as an event, priority Same As, Trigger Player Touch. In the Command Box, Click Conditional Branch, go to Tab 3, check the Character button and choose Player as the Character, and indicate the direction they should be facing (ie., down, left, right, etc).
In the true path, where the character is facing the direction (we'll say he should be facing right, for this example), you'll want to set the move route for the player (through on, move right, through off) and then the transfer. The through on/off is because the event is set to "Same As" to prevent movement from any other direction.
In the false path, just leave it blank.
@>Conditional Branch: Player is Facing Right @>Set Move Route: Player (Wait) : : $>Through ON : : $>Move Right : : $>Through OFF @>Transfer Player:[043:Random Cave 6] (015,006), Right @> : Else @> : Branch End @>
Ndoelicious
Feb 21 2012, 02:58 PM
yep..the event like amerk shown us is the best idea..and it looks cooler too..in some ways
MinoanRoyal
Feb 22 2012, 11:46 AM
I'm afraid i can't help with this, but I have to say that I love your avatar Akkain. It's making it happen.
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