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Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: More precise passability
  • Original author: Ashyram
  • Original date: August 9, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/more-precise-passability.16666/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests

Summary

Hey, so I've just started a new project and was wondering if I could have some help. What I'm looking for is a way to more precise way to state which tiles you can be walked on and which ones can't. This is because I'm using parallax mapping, which requires more precise passage then just marking one full box as impassable.   { "lightbox_close": "Close",

Archived First Post

Hey, so I've just started a new project and was wondering if I could have some help.

What I'm looking for is a way to more precise way to state which tiles you can be walked on and which ones can't. This is because I'm using parallax mapping, which requires more precise passage then just marking one full box as impassable.  

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In the above picture, I've made all tiles passable, however i would like to add something to stop the player from walking on the trees.

Sorry i feel this has been quite confusing, please ask if you're confused.

I also understand this might not be possible, was just wondering. 
Thanks for your time.

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Map.png
Map.png
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