[2K3] PASSABLE OVERPASSES?
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So now that I'm finally done coding, I'm tasked with staring mapping in the face again. And on the very last map I have, I had an idea that I wanted to try, which was making an overpass for the character to walk under, yet not be able to walk on the "top" of said overpass. For instance, like walking under a bridge.
As an example, let's say Link is on top of the canyon where the bridge is. Walking on the bridge will let Link walk normally, nothing special needs to be done here. However, let's say that Link is in the canyon and that I want Link to walk under the bridge to the other side. Obviously, I want him to walk under it (as in the sprite would act like it's going behind the bridge), but I don't want him to be able to walk on either side of the bridge above (and obviously, I don't want him to vanish on the bridge when walking ON the bridge when he does so, nor having him walk off the bridge into the canyon).
I'm sure I can just duplicate my map and make passable tiles on where I need them to be, and having an event trigger before you walk under said object to change tilesets, and when you walk pass that event the other way to turn that switch/variable that controls the tileset change off to normal, but checking in to make sure that's the right idea, or if there's a better idea or what.
Here's an example screenshot of the "underpass" that I'm speaking of:

As an example, let's say Link is on top of the canyon where the bridge is. Walking on the bridge will let Link walk normally, nothing special needs to be done here. However, let's say that Link is in the canyon and that I want Link to walk under the bridge to the other side. Obviously, I want him to walk under it (as in the sprite would act like it's going behind the bridge), but I don't want him to be able to walk on either side of the bridge above (and obviously, I don't want him to vanish on the bridge when walking ON the bridge when he does so, nor having him walk off the bridge into the canyon).
I'm sure I can just duplicate my map and make passable tiles on where I need them to be, and having an event trigger before you walk under said object to change tilesets, and when you walk pass that event the other way to turn that switch/variable that controls the tileset change off to normal, but checking in to make sure that's the right idea, or if there's a better idea or what.
Here's an example screenshot of the "underpass" that I'm speaking of:

In RPGMaker 2000 I use the "swap tiles" feature to switch passability using upper tiles. I have a set of regular barriers for the upper level, and duplicates of a path tile with O passability for the hero to walk on. If you have a generic parallel event controlling your map, you can have it track the hero's XY position and specify ranges where the hero would cross under, as opposed to over. If the hero crosses any of those thresholds, swap the regular barriers (with X passability) with an alternate set of identical or near-identical barriers with star passability, and the upper path tile for an identical or near-identical tile with star passability. I added visual cues by removing the dark outline of the barriers and checkerboarding the path tile with transparent color so the player can "see" through the bridge.
You can also just place local events on either end below the bridge, set to activate upon touch. Either way, the nice thing is that the O passability upper tiles can obscure and override any barrier below, so you can make the path twist and turn if you want. RPG2k prioritizes the upper tile, and it should work in 2k3 too. Much easier than duplicate chipsets.
You can also just place local events on either end below the bridge, set to activate upon touch. Either way, the nice thing is that the O passability upper tiles can obscure and override any barrier below, so you can make the path twist and turn if you want. RPG2k prioritizes the upper tile, and it should work in 2k3 too. Much easier than duplicate chipsets.
Huh...I never knew there was a Tile Substitution option (shows how much I've ever used it!). That...that can actually be very useful, especially since this map has similar tilesets for this particular overpass (and for the opening of the underpass) on both layers. Reason I brought up the Change Map Tileset was because I didn't know if I'd be able to do something like that (or if I even needed to change the current tileset to something that has duplicates on it). Guess that'll show me!
I do like the checkerboarding idea though. Sounds useful...
I do like the checkerboarding idea though. Sounds useful...
If I were to do something like this I would create a system, where your elevation is tracked using a variable. When you go down a level, the variable is reduced by 1, and the tiles will change based on that variable. It solves this problem and would allow for other interesting things.
That could work if you were to have a way to go from top floor to bottom floor, though what if there's no stairs or whatnot from either floor and you have to work your way up/down to said floor? I would assume set the variable as you enter the room would solve that as well?
Thinking on this, could totally make a darkness type level where going down/up between floors will wind up with the floors you're NOT on being covered in darkness, making it impossible to see what's above/below you....interesting...
Thinking on this, could totally make a darkness type level where going down/up between floors will wind up with the floors you're NOT on being covered in darkness, making it impossible to see what's above/below you....interesting...
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