Hey, hopefully it's cool for me to ask a few questions in a single post. I just downloaded the program a few days ago and have been recreating some maps from Pokemon to learn the system a bit better before diving into my own project. I just had a few questions so far:
- Is there any way to confine random NPC movement to a specific area? I like the idea of having a few NPCs roaming like they did in the games, but just setting their walking to 'random' has them all over the place lol. I'd like to limit a few of them to random walking within like a 10x10 space if possible.
- Is it possible for the hero to walk up and down sloped mountains? I tried this and it just walks through the slope and collides with the wall behind it. I'm not against using teleport events to handle it if need be, but I was hoping for a smoother transition up and down slopes.
Thanks!
Update 1: Well I thought I answered my second question, but maybe I found a bug? For some reason, I can't walk up or down a sloped mountain block if it's in a certain spot on my map. I've attached some screencaps. The brown block as a reference, if I place the sloped block along that same row, it works just fine. If I erase it and place the slope one row back, it stops working and I walk right through it. No idea where to go from here.
Update 2: So I think it's definitely a bug with where the mountain is placed. The row in question originally was 31. 31 seemed random until I realized that that's 1 dword, if you're starting your bit count at 0. So I tried making another mountain at 63 and sure enough, I wasn't able to use that slope either. So my guess is it has something to do with the storing of map data. Since the mountain's center block is at the end of a word, the slope should exist in the 0 place of the next word, but doesn't. This is my guess at least. This is on v2.0.11
Hello! For your question 1, it's unfortunatelly not possible to do that, just a random move that would go anywhere. That would require using a script that might be complicated to implement. For your bug, yes I think there are issues with collisions of mountains when it's placed in the extremities of map "portions" (chunks). A map is composed of 16x16 squares portions. I will update the behaviour soon with 3.0.0 to try to fix this issue.