You could create events to turn the Player's transparency on and off, but it's pretty clunky to do so and the animation just isn't smooth. The problem is, the now passable impassable tiles of your secret passage are not drawn on top of the Player. This would be the perfect, most efficient, simple, preferred solution, but. Using this script, you could use events at the start and end of your secret passage to turn Through ON or OFF on the Player (so they can pass through the impassable tiles freely) and mark an impassable region around your secret passage to prevent the Player from being able to pass through the surrounding walls.Īlternatively, with a few adjustments, you can use similar logic to specify regions on your map where a Player or NPC can always go (even if the tile is impassable!) and this way you no longer need events to toggle Player Through ON or OFF. Of most interest is the option to block passage even if the Player has Through ON.
Yanfly's Move Restrict Region (not a solution) Yanfly's Move Restrict Region script allows you to specify regions on your map where a Player or NPC cannot go. I personally don't like this method, as it seems to defeat the purpose of having a secret passage in the first place (and I think Player movement should only be controlled during cut scenes). (Do note, however, that holding Shift down when you right click a map tile will copy that tile exactly onto another tile when you left click.)Īnother method I've seen is for the game to take control of the Player's movement while they're in the secret passage, and return control to the Player once they're on the other side. The problem with this is that it fills up your available tilesets with redundant tiles, and if your impassable wall tile is an Auto Tile then it is a bit more difficult to duplicate them correctly and you'll likely run into other drawing problems as well. Then just use those tiles on top of passable ground tiles where you want your secret passage. One of the simplest methods is to just duplicate your impassable wall tile onto another tileset and set it up so that it's passable (with * so the Player is actually hidden beneath it). Every other possibility (intersections, corners, a single post, etc) is covered automatically, so you don't even need to think about them!Įveryone wants to put secret passages in their RPGs, but if your secret passage has to go through an impassable wall, it can get a little complicated. If you keep all these things in mind, creating your own fence auto tile is easy! All you need to worry about is how your horizontal fence looks (front and back), and how the vertical rails join them together. Otherwise you get a weird bit of vertical rail in your horizontal fences that doesn't join with anything. Make sure the vertical railings don't cross over into the top horizontal outer edge. These outer edges are placed together to make horizontal fences. These outer edges are placed together to make vertical fences. These quarter squares are used for inner/outer corners. They have just been placed in a different order. These two squares are made up of exactly the same quarter squares. The squares are 32x32 pixels each and must be set out in a 3x2 rectangle.
This 1 tile in the map editor actually has 6 squares behind it. It was actually fairly simple to create since I just followed the formula of the other fence auto tiles.