I've attached a test image of the interior of one of Datsville's buildings. There are a couple of problems.
1. The size of an RPG Maker surface tile is 32x32 pixels. This affects character movement as well. You can only move in 32x32 pixel increments. However, the basic unit of measurement (generally) is one stud in the X and Z directions. In the case of this project, 4 studs = 32 pixels. This means that in LDraw you can build structures, walls, windows, doors etc. that don't align neatly with the game's 32 pixel grid, causing your character to get stuck and able to use doors or fit in hallways.
2. Currently, the player character always walks on top of the image. Really, the character should walk "behind" or underneath the south walls of the building, as well as any other object that is further toward the bottom of the screen. RPG Maker is not an isometric game where you can split the scene into smaller parts and assign a z-order to them so that you can pass in front or behind them properly.
I'm not sure what to do here. I'm considering creating alternative interiors with elements that neatly align to the game's 32 pixel grid, and are reworked to avoid z-order issues. Assuming it will even work.
Any ideas on what I should do?
1. The size of an RPG Maker surface tile is 32x32 pixels. This affects character movement as well. You can only move in 32x32 pixel increments. However, the basic unit of measurement (generally) is one stud in the X and Z directions. In the case of this project, 4 studs = 32 pixels. This means that in LDraw you can build structures, walls, windows, doors etc. that don't align neatly with the game's 32 pixel grid, causing your character to get stuck and able to use doors or fit in hallways.
2. Currently, the player character always walks on top of the image. Really, the character should walk "behind" or underneath the south walls of the building, as well as any other object that is further toward the bottom of the screen. RPG Maker is not an isometric game where you can split the scene into smaller parts and assign a z-order to them so that you can pass in front or behind them properly.
I'm not sure what to do here. I'm considering creating alternative interiors with elements that neatly align to the game's 32 pixel grid, and are reworked to avoid z-order issues. Assuming it will even work.
Any ideas on what I should do?