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Assigning Passability and Priority

Prerequisite Tutorials:

  1. Importing Resources

There seems to be all kinds of confusion and seemingly many opportunities to go wrong when it comes to tilesets. The forums are awash with new users struggling to add new resources to their projects and use them correctly. The prerequisite tutorial, Importing Resources, discusses how we add files to our game folders whereas this tutorial deals with tilesets specifically and how we set up the passability. We obviously want road tiles to be passaible and walls to be obstructive. It may seem fairly straight forward and intuitive but there are a couple of potential hang-ups. Open up the database and open the Tileset tab.

We want to add a new tileset. You can increase the number of tilesets available to your game by clicking the change maximum button and increasing this number by 1.

Click on your newly created blank tileset slot. You should be presented with 8 white tiles on a blue background. Pick a tileset to associate with this by clicking on Tileset Graphic. In this example I'm using Inquisitor's Medieval Town set.

Make sure you're in Passage mode by depressing the Passage button.

Now you should have your tileset displayed on screen with a series of circles overlayed. The circle represents passable. By clicking on a circle you can change the properties of that tile.

Passable. The hero will walk over this tile. This is suitable for floors.

Impassable. The hero will be blocked by this tile. This is suitable for walls.

Roof. This is for autotiles one (the first 8 tiles). This is an impassible object with height. The behaviour of this tile depends on which part of the autotile the hero stands next to. All sides act above the hero and all but the top side are impassible. The upper edge of this tile will be passable for a depth of 1 tile. This is suitable for a roof.

Next we need to set the Priority. This controls which tiles should stack on top of other tiles.

No priority. All tiles with the dot overlayed have no priority. This tile will be displayed below the hero.

Priority 1 . This tile is on the first level above the hero. There are priorities from 1-5, which 5 will appear on top on the game screen.

It should be pretty obvious so far but you might run into a problem. By default the the upper left most tile will be set to priority 5 and passable. If you alter this tile you could create difficulties. Common issues are heroes passing through ALL objects and heroes passing through NO objects, despite the creator having assigned the correct passabilities. What these creators don't realise is that there is no such thing as an empty tile, there's a tile on every layer in every square. This tile is normally transparent, however, unless you haven't imported the tileset correctly. It is this tile that causes the problems, you must set its passability correctly.

Ensure that this tile is set as follows to avoid any unnecessary aggrevation.

Finally there is the 4 directional passability. Have set the passability earlier in this tutorial, you should have a good idea how this works.

Impassable. The hero cannot cross this tile. This effect is also achieved with the X with regular passability.

Passable right . The hero can walk right when stood on this tile but in no other direction.

Passable. The hero can cross this tile. This effect is also achieved with the O on regular passability.

Just to give you an idea what you'd want this passability for, here's a cliff with its 4 directional passability visible.

The hero cannot walk over the edge of the cliff.

That covers the ins and outs of passability and should now allow you to choose this new tileset for your maps.

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