RPG Maker VX Ace

RPG Maker VX Ace

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Secret Passage
   
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UGC Type: Edit And Play
Game/Resource Flavor: Dungeon Crawler
File Size
Posted
Updated
214.260 KB
24 Mar, 2014 @ 7:16am
24 Mar, 2014 @ 7:22am
3 Change Notes ( view )

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Secret Passage

Description
This will assist in making a secret passage with out the need for scripting or externally editing tile-sets or images, assuming that you have very little knowledge of RPG Maker, but is suitable for all skill levels.

There are other ways of creating such secrets, providing you have the patients for editing the tilesets or you have the skill and confidence to use RPG Makers script.
9 Comments
Turdle 21 Mar, 2022 @ 2:11pm 
Honestly, this method puts a lot of strain on the engine. I would use terrain tags. simply Draw a path. tt1 at the start and end. then i would write a parralell process event that checks if you are on the terrian tag and switches the entire tileset. the biggesyt difference between vx and VX ace is having the smae tileset doesnt increase file size or load weights, and you can seamlessly switch tile sets in real time. using switches and variables you can use a variety of methods.

also useful you can create area of effect events with this method.
my current project uses this to create location based sounds and requires just one event as a community we turn to scripts too soon and it denies us the awareness of what the rtp can do.

im considering releasing a Scriptless game to make this point with all rtp assets to really hammer home this concept.

TLDR; you can do this with one event and even change the actor sprite to be transparent and desaturated for added effect
Ren Ookami 24 Aug, 2019 @ 6:20am 
Another way to do it, still without custom scripts, is simply to use any tile you can walk on in events, and set the said events invisible right when the map start (using non repeated custom movement command "invisible: ON" at max frequency). The "bridges" that comes in most B_tileset are especialy good at this.

An alternative not using events (but harder to keep track of) is to have a dedicated blank tile with passability on, in B or further tilesets, and place it just like any secondary tile. It is recommanded to keep the tile not empty, with at least a frame to see where it is, during the test/dev phases.

No need for duplicates with custom passabilities if you use those two methods since the passable event/tile are set to be invisible.
Rutsah 23 Dec, 2016 @ 1:00am 
That's a very impractical method. Better to get a script or two instead of this.
Aramax 4 Jun, 2014 @ 2:13pm 
Maybe you don't have permission to view it because I uploaded it recently... i guess it needs to be approved first.
CrawlinUK  [author] 4 Jun, 2014 @ 1:53pm 
Yeah, I know what you mean. I have a secret passage like the way you described in my game Generic Heroes [www.desura.com].

I should really add a description to this, I did it intended for absolute beginners who dont want to twiddle with files etc.

I tried the link you shared, but I get an error: The item is either marked as hidden or you do not have permission to view it.
Aramax 4 Jun, 2014 @ 11:57am 
It needs a lot of tweeking around and you need to align everything perfectly but it can be done. Just look at my project.
CrawlinUK  [author] 4 Jun, 2014 @ 9:11am 
I don't know if you tested that, but you are not able to set events with tileset A.
Also, even if you try export tileset A and import it to a B, C, D or E tab, it will be out of alignment as the tiles A are managed differently.
Aramax 4 Jun, 2014 @ 9:04am 
A better way to go around doing this is to set events that uses the wall tilesets as graphics. Just create a normal path that your character can walk on and set the event over it with above sharacter and trough selected. You can now walk trough wall wihtout diseapearing and reapearing all the time.