![]() With flowers that tower over your heroes and acorns the size of their heads, it’ll be obvious that they’ve fallen down the rabbit hole into a new and magical world! Giant beds of roses and tulips along with house-sized mushrooms let you create amazing towns for fairies and garden gnomes, and the included interior sets offer up some perfect furniture to decorate their homes and create the forest home of their dreams for these magical creatures.Īnd if your game doesn’t include adventuring through overgrown parks? Then you could still make use of the normal-sized plants to make great gardens. I hope this was easier to understand.Have you been wanting to include a game section where your heroes shrink, but don’t have giant plants to help sell the illusion? Do you want to make a cute fairy village where they all live in mushroom houses? Then check out Big Garden Tiles! This tile pack contains tilesets to help add even more nature and magic to your maps! When I tested it, the left/right settings I had made solid were not working, so I was able to walk through the walls into the different stalls, when I should only be able to walk in and out of them through the doorway. ![]() In theory, the doorway should have stayed as an overhead tile, so I walked through the door instead of over it, and it should only let me walk up and down through the doorway, and not left and right through the sides of the bathroom stall. I made the left and right sides of the tile solid, so that the player can only walk up and down. I took the same doorway tile, and opened the 4-way passability settings, where you have the four arrows or dots and you set the solidity of each individual side of the tile. Next, I needed to prevent the player from walking through the walls of the stall. I set it to a star to make it an overhead tile. (These are using Tileset B, by the way) I went into the passability settings, where you can set things to "X" (solid), "O" (walkable), or a star (overhead). The way they're shaped, the doorway takes up one tile by itself, and needs to be an overhead tile, so that it appears that the player is walking underneath the doorway rather than walking over the top of the graphic. I'm trying to put together bathroom stalls that are one tile wide each. Well, it's about three in the morning here, so I don't really want to have to take the time to make pictures, but I don't want to forget to post anything later (I'm a bit forgetful sometimes), so I'll try to explain my problem better. It's not all of the 'roof' tiles in, but only ones that belong on the top of a wall (as in interior roof edges). The pictures of me just standing at the wall symbolize me not being able to advance, and the pictures of me standing on an otherwise-impassable tile represents the involuntary passage. I've also not changed any settings related to the tilesets since I've started. It's really annoying, seeing as in most cases I will have to put another impassable tile (or event) in between the ground and the 'roof.'Ĭan anyone help me with this? And for additional notes, I thought the problem only occurred in my custom tileset, but when I tested it on a pre-made tileset, the same problem came up. It's like the tile has an automatic ^ directional passage. You can't enter the tile if you're trying to walk on it from the side, or even from the top and you also can't leave the tile by walking off the side/top. For some reason, even if I put an X on the tile in the Tileset tab of the database, that tile can still be walked on if the character is walking upwards. ![]() I don't really understand the cause of my problem, but so far it seems to only be with the tiles.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |