![]() ![]() That's why the top left B tile always has to be a star - it's the 'erase' tile, and the 'default' tile for when you haven't drawn anything, and it tells the program to look at what's on the layer below to find the passage setting. A tile that has its passage set to a star tells the program to ignore the passage of the tile on the current layer, and look at what's beneath. You have to create a new tileset in the database, select your assets, and then assign passability. If it's O, it says passage is okay from all directions, and stops. Adding tileset assets wont overwrite old ones. If it's X, it says no passage, and stops checking. So if you haven't drawn on the tile, it will use tile id 0, the first tile in the B tab, and look at its passage settings. When the game checks for passability, it starts from the highest layer and works its way to the lowest layer, until it finds a tile that has passage settings. If you haven't drawn on that cell on that layer, the tile id it contains is 0. ![]() Granted, MV wasnt much better, but MZ is worse, and here is why: Case and point: Breakdown: Default: This is using the default inside tileset, including A B and C. Each layer has a grid, the same width and height of the map, and each "cell" in the grid contains a tile id. After spending the better time since release with moving things around, I have come to the conclution that the MZs tilesets make little to no sense. You can't control which one you're drawing on. ![]() You have two bottom layers, and one top layer. If you have it set to O, it means you'll be able to walk almost everywhere. If you have that tile set to X, it means you will hardly be able to walk anywhere. ![]()
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