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Need help with bridges

Dylanrockin

That guy
  • 275
    Posts
    13
    Years
    • Seen Jun 9, 2016
    Currently I am having trouble implementing a jumping tutorial into my game where you are on a thin beam, pillar thing suspended in the middle of the water, and I have my priorities set to 5, and the terrain tag to 15, and for some reason I am able to walk onto the water like I am Jesus Christ himself. I have no idea what I am doing wrong here, but help would be greatly appreciated.

    Screenshots of it:

    Spoiler:


    Spoiler:


    Bro what is this, I don't even? I can just walk right off the beams and also events don't trigger when I have the pbBridgeOn, which is really annoying.
     
    In the database(F9), there is a section on tilesets called "Passage(4 dir)", try taking some passing directions off those beams.

    EDIT:

    600th post :D
     
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    Are you able to surf on the water at some point? If not, just map it normally without worrying about bridges.

    Yeah you are able to surf on it at some point, but for that specific point you need to jump across beams in the water to get to the other side. But I don't want the player to just walk off of the beams into the water, and for some reason even though I have the event on top, it still wont work.

    Are you setting the play to be "always on top"?

    I'm not entirely sure what you mean, the event to jump across the beams is on top, but for some reason does not work.
     
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    Do the water tiles have the correct terrain tag(s), and are things generally set up as they should be (see the example maps for... examples)? You don't have any invisible tiles above the water?

    I don't see how this scenario differs from regular bridges, with the sole exception of an event that makes the player jump somewhere (which is just a simple addition and wouldn't affect anything). All I can think of is that the terrain tags or mapping are wrong somehow. This may be a result of whatever you've done to achieve your transparent water effect.
     
    Do the water tiles have the correct terrain tag(s), and are things generally set up as they should be (see the example maps for... examples)? You don't have any invisible tiles above the water?

    I don't see how this scenario differs from regular bridges, with the sole exception of an event that makes the player jump somewhere (which is just a simple addition and wouldn't affect anything). All I can think of is that the terrain tags or mapping are wrong somehow. This may be a result of whatever you've done to achieve your transparent water effect.

    Well, the transparent water effect is basically just water tiles with differing shading effects added to them, so I am not sure if those have anything to do with it or their positioning. I have the water tiles that I use set to their specific terrain tag of 4 with no priority and cannot walk on. As for the bridges they have what they need as well, terrain tag of 15, priority of 5, I tried 4 same thing didn't work. This "invisible tile" thing, just what is it exactly? Is it the white space that you use to delete what you drew in, or something else?
     
    I thought water tag was, 5 for deep water, 6 for still water, 7 for normal water, 8 for a waterfall and 9 for the waterfall crest... Why have you set it to 4?
     
    Then tell us.

    Why of course my good man, I put my bridge tiles on layer 3, and removed any kind of water tiles that are on the bridge in layer 1. I left the water that was adjacent to it on both sides of the bridges alone, so that way I would not walk off by adding water tiles in layer 1. Having the bridge tiles set to their correct Terrain Tags of 15, and having their priority of 4 or 5. Before you jump on the bridge you add the script pbBridgeOn, so that you are on top and cannot walk off.
     
    That sounds like you've just worked around the problem. It's going to look a bit odd when you can't surf behind the bridges.

    To answer your earlier question of invisible tiles, they're tiles in the tileset with no graphic. Some people may be tempted to use them to erase other tiles, but you shouldn't because that mucks lots of things up. That's why, when I made the tilesets that come with Essentials, I filled in all the blank tiles with an [X], to force people not to use them and instead to do it properly (with the top-left tile next to the autotiles, which is the only true blank tile). I thought you might have used an empty tileset tile during mapping rather than the true blank tile, which would have led to problems.
     
    That sounds like you've just worked around the problem. It's going to look a bit odd when you can't surf behind the bridges.

    To answer your earlier question of invisible tiles, they're tiles in the tileset with no graphic. Some people may be tempted to use them to erase other tiles, but you shouldn't because that mucks lots of things up. That's why, when I made the tilesets that come with Essentials, I filled in all the blank tiles with an [X], to force people not to use them and instead to do it properly (with the top-left tile next to the autotiles, which is the only true blank tile). I thought you might have used an empty tileset tile during mapping rather than the true blank tile, which would have led to problems.

    The only thing now that I am having trouble with is as you stated that surfing is kinda awkward, the weird thing is that I appear on top of the bridge rather than it being over me, which is odd, because the bridge has a higher priority.
     
    Do you have another event(s) with a pbBridgeOff for when you've come off the bridge? These methods change the priorities of bridge tiles, to make them appear over or below the player depending on whether they're walking under or on the bridge.

    I must say that your bridges should be working properly, so long as you've followed the instructions. There's no need for workarounds.
     
    Do you have another event(s) with a pbBridgeOff for when you've come off the bridge? These methods change the priorities of bridge tiles, to make them appear over or below the player depending on whether they're walking under or on the bridge.

    I must say that your bridges should be working properly, so long as you've followed the instructions. There's no need for workarounds.

    My apologies for the double post, but, I used pbBridgeOff, and for some reason I still appear over certain tiles that I set to have a higher priority, I can't revert it either, I exit the map and it's still in effect.

    I used pbBridgeOff, and for some reason I still appear over certain tiles that I set to have a higher priority, I can't revert it either, I exit the map and it's still in effect.
     
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