WALKING THROUGH GUARDS
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I am new to rpg maker and have been enjoying it so far but for some reason my character keeps walking right through these two guards and nothing else it just these two he can walk right through I have no idea what could be wrong
Do the guard events have their priority set to "above hero" or "below hero"?
That's going to be a problem i need them at above for the event to work there's a gap between the guards that they need to keep my character from walking through for now if there set a my same they don't catch my character in time see i want it so when my character walks into that spot they turn towards me the dialogue starts telling me to keep out then i move back a step and they return to facing they way they were before and i set the guards to same as characters i get several steps past the spot i want them to stop me from crossing before they stop my character and through him back a step
Make the "catch" event on the tile between the guards that you want to block, and set it below hero and to "on hero touch". Then put your little scene in there instead of on the guard events.
okay got it thanks it seem so obvious now so many problems i run into with rpg maker are related to the priority and putting the catch event on the tile's between makes perfect sense but why don't understand is why doesn't the above characters priority block the player as well
Anything above or below a character is literally considered to be at that height if you were viewing the game plane straight on. "below hero" is used for things like buttons on the ground or anything else a person might walk on top of. "above hero" is intended for things like birds, butterflies, roof beams, or anything that would be above the characters' heads. You don't want flying guards, do you? :P
Then the word priority is horrendously misleading i mean it must also effect the priority though sense there were able to halt my player right away when set to above and not set at anything else you think priority and the height something is considered to be at would be two completely different things or is there a reason for that
Priority probably isn't the best word for the setting, but then it was translated from Japanese so they don't always 100% accurately make sense. You just kind of learn what everything does as you use the program. :P I guess you could justifiably say it's considered as the priority for drawing the graphics: below hero goes on the bottom "layer", same level as hero is drawn on...the same level as the hero, and prevents passing through, and above hero is on the top "layer".
Events which have a priority other than same level as hero are still able to trigger if they're set to "on hero touch" as the hero is still theoretically touching them. The height example was more an explanation of why above/below don't block, but it's not actual height as such because the engine is 2D.
Events which have a priority other than same level as hero are still able to trigger if they're set to "on hero touch" as the hero is still theoretically touching them. The height example was more an explanation of why above/below don't block, but it's not actual height as such because the engine is 2D.
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