![]() ![]() :: The size for a character image can be changed freely (normally 48x48), and consist of 4 directions (down, left, right, up) and 3 patterns for a total of 12 patterns that will be arranged in the provided order. However I'm still not sure exactly what they are saying. ![]() Granted, it would only work if the image you have posted is for a cut scene, but the problem here isn't really the tileset overlap, it is the size of the tiles, and they said they won't fix that :/ saddly.īut I had to do this with all bookshelves/kitchen stuff among others, as things that are put next to a wall, should (using the default tileset) basically all be offset by 24 pixels to match the rest of it.Steam/steamapps/common/RPG%20Maker%20MV/Help/page/01_11_01.html That failing, go into your tileset and remake it so there are 2 diffrent "corn-plants" one that is meant for the row above, and one for the row bellow. But it might be enough to fix it for you, without the need for a plugin. It is basically the same as putting $ or ! (forgot which) in front of a event to make it appear at the tile boarder (check the chest images to see which symbol) I want to recall however that this doesn't work on the player sprite, you need to make a script call to lower it, which I can't find at the moment. (I think it is 4 or 6.) This, I belive, is to make fool the human eye to not be so fixed on the tiles, as the player sprite will be moved enough to feel like it is "breaking" the tile formula.Īs I said, It isn't flawles, and causes some minor visual degeneration (the character will be walking on the same pixel the walls ends on, wich can be offputting to mention one such thing.) You can move your player sprite down so that it is aligned with the bottom of the tile, as it is currently moved up x pixles. In the spoiler img, there is a fix, but it ain't "pretty". I might have found something to help you. I find it very unlikley they would implement a "smart" tile, as it would need quite a lot of "checks" to pull of.īut that isn't why I am writting. To be honest the star tile seems to be design to handle only parts of the map that are above tiles that are nonepassable, such as bookshelves and/or other full sized furniture, that or tiles that are completly above the player.
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