(I think it is 4 or 6.) This, I belive, is to make fool the human eye to not be so fixed on the tiles, as the player sprite will be moved enough to feel like it is "breaking" the tile formula.Īs I said, It isn't flawles, and causes some minor visual degeneration (the character will be walking on the same pixel the walls ends on, wich can be offputting to mention one such thing.) You can move your player sprite down so that it is aligned with the bottom of the tile, as it is currently moved up x pixles. In the spoiler img, there is a fix, but it ain't "pretty". I might have found something to help you. I find it very unlikley they would implement a "smart" tile, as it would need quite a lot of "checks" to pull of.īut that isn't why I am writting. To be honest the star tile seems to be design to handle only parts of the map that are above tiles that are nonepassable, such as bookshelves and/or other full sized furniture, that or tiles that are completly above the player. More click will be needed in the tileset setting page when you designate wrong passage type.This will obviously break any still-in-development games that use any complex, interdependent plugin that already tried to fix this issue.Issues that might arise from this feature: This feature will crank the engine flexibilty up for any maker using Dragonbone to edit their sprites.This feature will fix the clipping issue of large sprite by default, minimizing possible issues created by plugin conflicts.I believe at some point of their game development, a lot of makers use a tall (higher than tile height), moving sprites, which are prone to "large sprite clip" issue, and this will help them a lot.This feature is great because of the following: Lets call it "triangle passage" or "Z passage", since this will deal with map-sprite Z-order.There exist plugins in almost every generation of RPG Maker to fix this large sprite clip, such as this, this, this, and this, but even until today, no default fix yet.
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