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Daealis

Interior Doors in three ways

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First time writer as a one week into RPG Maker -newbie, I've been spending the past few days trying to make doors between rooms inside a house. I wish to share these three different styles and the way I see them. It could serve as a tutorial for those who are also struggling to craft their dream door, since the first two seem to be what everyone suggests and the third one as far as I'm aware is something new(or at least not readily found with google and a few keywords.

 

First up, it's the fully automated and animated style.

SBx2Cid.png

You have a two events that animates the door, makes the player invisible and moves the character through the wall, and closes the door after him.

 

The event goes like this:

 

 

Move Route Event:

Turn Right

Wait 5

Turn Left

Wait 5

Turn Up

 

Move Route Player:

Through ON

1 Step Forward

Transparent ON

Through ON

1 Step Forward

Through ON

1 Step Forward

Through ON

1 Step Forward

Through OFF

Transparent OFF

 

Gather Followers

 

Move Route Event:

Turn Right

Wait 5

Turn Left

Wait 5

Turn Down

 

The other side of it pretty much does the same, just a bit different with the player transparencies.

 

Pros & Cons of this version:

+You can make the wall complete, since players are transported through

-Player disappears at the door and appear in the room, which looks terribad

 

I didn't like the glitchy look player gets when hes made transparent in the middle of it, so I scrapped this one.

 

Next one I tried looks like this:

BbBviEq.png

So there's a hole overhead. The animation works just like on the upper door:

 

 

Event Page 1

Move Route Event:

Turn Right

Wait 5

Turn Left

Wait 5

Turn Up

 

Self Switch A ON
 
Priority: Same as Character
 
Event Page 2

Move Route Event:

Turn Right

Wait 5

Turn Left

Wait 5

Turn Down

 

Self Switch A OFF
 
Priority: Below the Character

 

Pros & Cons:

+Not automated, so you can open the door and not enter, if you decide against it.

-You are forced to wait for the animation to finish

-That gap above the door

 

So this is close to what I want, but it annoys me to no end that you are forced to stop and wait for the door to open and close properly.

 

So I've created my own version of the door, that's the closest to what I want.

bmHEYRl.png

Looks like the one before, yet works wholly differently.

 

 

 

Page One

3RHGxdx.png

Page Two

Hh09USW.png

Page Three

yuo6RZg.png

Page Four

aXAI5k6.png

 

 

Pros & Cons of this one:

+Not automated, you can walk away if you so desire

+Don't have to wait for the animations

+You can enter when the door tile when it's halfway open.

-That gap above the door

 

The two reasons I've spent the past two days searching for a door solution are the ability to move freely when the door animation is playing and to pass through it halfway open. Nobody in real life waits for the door to open all the way before walking in, so I feel it to be a good feature. If it wasn't for the gap above it I probably wouldn't be making this post.

 

What are my options for the gap? I couldn't just copy the tileset to a different slot and create an event prioritized "above character", it messes up the texture on both sides of the door(Ace will shadow the corners on both sides because the event is not a "real" block and doesn't count as wall).

Would the easiest solution be to modify the copied tileset slightly and use it for the whole wall there?It'd require probably to use it for the "above wall" section all around to clear all the bugging tiles.

Or can you cheat the system so it won't shade chosen corners?

 

 

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If you don't mind using scripts you could use this one to make a part of the wall be above the character. The main problem is that it makes the character a bit difficult to see. On the plus side it can be combined with options 2 and 3 from your examples.

post-14621-0-60519700-1374567701_thumb.jpg

post-14621-0-52280800-1374567713_thumb.jpg

post-14621-0-67906500-1374567725_thumb.jpg

Edited by shadowblack

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