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Entry 00C: Ramsey and More Problems

PhoenixSoul

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So, I've hit yet another roadblock, and I've no clue how to go around it.

I don't have the endurance to stress over these, so if this is something I'm forced to solve on my own, Ramsey v0.1.5 is as far as this goes, and will be the last RM project I do any level of serious work on. It's too much for me to try to create something that I cannot fit into a lacking skill set.

Okay, so you're wondering what the issue is, and why I didn't post this in the RGSS boards.
The latter reason is that I need to talk about this in an open fashion and I can't do that without reprimand in the RGSS board.

The issue:
So, I've used Moby's Sprite Bugfix that makes it so that sprites taller than 32 px aren't affected stupidly by Star Passability tiles.
I've already made one fix that doesn't take screen tone into effect (made an extra viewport and switched around some viewport functions), but now I've run into one more.

I have custom ceiling tiles that when placed, obscure the player. They're in Tileset E. This issue was not present before these tiles were implemented (and thus the event system used to hide the player and then make the player through before undoing those after going through a door or under a ceiling transition was removed once the tiles were implemented), and that issue is that event graphics taller than the player sprite, will get drawn over the player sprite, when the player IS STANDING IN FRONT OF THE EVENT. IT LOOKS BAD, AND MAKES ME FEEL LIKE A DAMN CHUMP.

I had tried several ways to make it not do that, even trying to make it draw over the player sprite if the Y COORDINATES OF THE PLAYER SPRITE WERE LESS THAN THE EVENT AND THAT THREW ERRORS DESPITE USING $GAME_PLAYER.Y AND $GAME_MAP.EVENTS[@EVENT_ID].Y WHICH ARE ALREADY DEFINED BY THE CLASS GIVEN.

So, I asked dearest love @Kayzee for aid, and...naught. She gave an idea to make the events in question Below Characters which not only doesn't help, but gives them Through flags to boot. These door events may as well be guillotine events!

Spoiler

1189042277_2020-05-1100_46_02-Ramsey.png.c04396b80d0a358e30ebc6ff03e8b8c5.png



So, am I going to get some help here!? Or, do I let Ramsey's deadbeat father kill her instead!?!?



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Well actually it should be 'Same as Characters' not 'Below Characters' I said the wrong thing before. But actually I was assuming you were using Tile E graphics for the doors for some reason, othewise I have no clue why the heck giving walls priority would cause the events on them to be higher priority. I think It must be a script you added or something. Of course if the doors weren't higher priority they would be covered up by the wall, unless you had a hole in the wall for the door. In witch case why would it make the doors higher priority?

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@Kayzee, If one takes a closer look at the door graphic, one can see the Tile A carpet. Hole in the wall.

It's somewhere in Moby's script. I unfortunately don't have enough understanding of the logic to fix it, or to determine if such is even possible.

The ceiling tiles on Tile E still draw over the player; the door graphic also draws over the player's head. Before I made those Tile E graphics, this didn't happen.

It is true that the Tile ceiling graphics are taken from a Wall tile from Tileset A4, and some of the ceiling tiles are drawn using the A4 tile, mainly those the player does not go under, but would that make any difference? Should I revert back to two events per door/ceiling transfer like I had it?

I didn't think this would be such a hassle! Why did this become a problem after using Tileset E for ceiling tiles!?

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Using Tileset E for ceiling tiles should have precisely 0% to do with a event graphic being rendered on top of you, so my guess is this: It doesn't. It was something else you did within the same timeframe that did it.

Edited by Kayzee

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