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mv3d_mapping [2021/03/11 09:15]
yoraerasante [Wall Decorations]
mv3d_mapping [2021/04/13 22:17] (current)
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 ====Ground Decorations==== ====Ground Decorations====
  
-The main mistake ​used is expecting ​them to just be translated to MV3D depending ​on their passability.\\ While Circle, X and Star on the tileset still //in a way// change if a tile is passable, they are, by default, a flat image on the ground - or, in the case of a Star tile, floating in the air.+The most common ​mistake is people ​expecting ​tiles to be stacked by putting one in the tile above the other, and them being turned into s two-tiles-tall tree just because the one on the upper tile has star passability.\\ ​While it makes sense to do so on the usual RPG Maker mapping, as it is a 2d map and being above the player is the most that can be expected, this will not work on MV3D. 
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 +While Circle, X and Star on the tileset still //in a way// change if a tile is passable, they are, by default, a flat image on the ground - or, in the case of a Star tile, floating in the air.
  
 What those change is actually if they are **platforms** and if they have **collision**.\\ Platforms are for if the characters, be it player or event, can walk over them when in the proper height. For example, a bridge would be walkable on, thus a platform. A spike of ice, not so much. As they are by default in the Flat shape, their height is the same as the ground, and thus at proper platform height.\\ Collision, that is if they stop a character walking through them Something you would only be able to see in action when they are set to a different shape or height.\\ To explain better, something passable, the characters can walk through them, as if an illusion or a ghost. What those change is actually if they are **platforms** and if they have **collision**.\\ Platforms are for if the characters, be it player or event, can walk over them when in the proper height. For example, a bridge would be walkable on, thus a platform. A spike of ice, not so much. As they are by default in the Flat shape, their height is the same as the ground, and thus at proper platform height.\\ Collision, that is if they stop a character walking through them Something you would only be able to see in action when they are set to a different shape or height.\\ To explain better, something passable, the characters can walk through them, as if an illusion or a ghost.
mv3d_mapping.txt · Last modified: 2021/04/13 22:17 (external edit)