

“We plan to gradually raise the price as we ship new content and features.” Will the game be priced differently during and after Early Access? “The current state is a playable game for 2 levels.” What is the current state of the Early Access version? I also plan on gathering feedback and changing whatever makes sense along the way.” “I plan on including additional levels and much more interactable mechanics.
#Walkable and unwalkable district rpg maker full version
How is the full version planned to differ from the Early Access version?


“My plan is to have the game in early access for approximately 6 months.” So many people have asked when this will be available, this is a great way to experience the game before it's complete and help guide development.”Īpproximately how long will this game be in Early Access? I hope this was easier to understand.“We want your feedback! My goal is to gather feedback and provide a fun experience while you wait for the full game. When I tested it, the left/right settings I had made solid were not working, so I was able to walk through the walls into the different stalls, when I should only be able to walk in and out of them through the doorway. In theory, the doorway should have stayed as an overhead tile, so I walked through the door instead of over it, and it should only let me walk up and down through the doorway, and not left and right through the sides of the bathroom stall. I made the left and right sides of the tile solid, so that the player can only walk up and down. I took the same doorway tile, and opened the 4-way passability settings, where you have the four arrows or dots and you set the solidity of each individual side of the tile. Next, I needed to prevent the player from walking through the walls of the stall. I set it to a star to make it an overhead tile. (These are using Tileset B, by the way) I went into the passability settings, where you can set things to "X" (solid), "O" (walkable), or a star (overhead). The way they're shaped, the doorway takes up one tile by itself, and needs to be an overhead tile, so that it appears that the player is walking underneath the doorway rather than walking over the top of the graphic. I'm trying to put together bathroom stalls that are one tile wide each. Well, it's about three in the morning here, so I don't really want to have to take the time to make pictures, but I don't want to forget to post anything later (I'm a bit forgetful sometimes), so I'll try to explain my problem better. It's not all of the 'roof' tiles in, but only ones that belong on the top of a wall (as in interior roof edges). The pictures of me just standing at the wall symbolize me not being able to advance, and the pictures of me standing on an otherwise-impassable tile represents the involuntary passage. I've also not changed any settings related to the tilesets since I've started. It's really annoying, seeing as in most cases I will have to put another impassable tile (or event) in between the ground and the 'roof.'Ĭan anyone help me with this? And for additional notes, I thought the problem only occurred in my custom tileset, but when I tested it on a pre-made tileset, the same problem came up. It's like the tile has an automatic ^ directional passage. You can't enter the tile if you're trying to walk on it from the side, or even from the top and you also can't leave the tile by walking off the side/top. For some reason, even if I put an X on the tile in the Tileset tab of the database, that tile can still be walked on if the character is walking upwards. I don't really understand the cause of my problem, but so far it seems to only be with the tiles.
