Hey everyone, the Living Town is back again after a long hiatus. Unfortunately, it kept getting pushed back for a variety of reasons, but from now on, we are on a regular schedule! A new Living Town article will be up every other Saturday, with the next one being on April 10th.
Now, the first step in getting this prototype built… is to immediately change my mind about something I said in the planning phase. I just keep looking at the idea of just using a tileset switch on transfer, and I don’t think it will work that well. I would have to put the event on move through to be safe, and I’m not sure how that would interact with pathfinding, so its probably best just to use the second solution: Splicing together the two different tilesets.
For part B and C its pretty easy, since our DE parts of the tileset are empty, we can just plug them in there. For the Tile A parts, we will need to combine them together. First, I’m going to decide which of the pieces will be the base. We use more of the outside tiles, so that will be the base we use. So let’s take the inside tiles, and using an art program with layers, mark all the ones that we need to copy over in a new layer.
Turns out we are only using a few parts of Inside Tile A2 and A4. All of which are marked above. So let’s copy those over into the Outside Tile A2 and A4.
Pro Tip: When using a Graphics Editor to copy or manipulate tiles, set a custom grid to 32×32 pixels, and set “snap to grid”. This will make aligning your new pieces MUCH easier.
Quickly remap it with the tiles, make sure all the passabilities are set, and now we have a map that looks right in the editor!
Also, I need to make sure to remove the change tileset command in the transfer events. It would really mess things up if I didn’t!
Next step to do is configure the time script. I go into the configurations and… well they are already set in a way that works perfectly for what I’m working on, so no issue there. The clock script is also configured to work fine with our current setup. Once we do more complicated stuff than the prototype, it will need to be adjusted, but for now, it is fine.
NOTE: I actually have a more up to date version of this script provided to me by Solistra that I will switch to later. I decided that including switching to a more up to date version of a script and checking for settings and such would be a good lesson to learn in the future, so I’ll start with this version, and then change over.
Last thing to do to learn all my tools is to make sure I understand how to use the pathfinding script. It operates by using script calls in move routes. And a script call looks something like this:
find_path(x, y, distance = 0, jump = false, commonEvent = 0, catchup = 0, catchupSpeed = 5, normalSpeed = 4)
With X and Y are replaced by the coordinates of where you want the event to go. The other parts are explained in the script, but I don’t think I’ll need them at this point, so I’ll leave them at default. To test it out I just make a move route on Arglebar the farmer that will make him walk around the town to different places and wait 10 seconds before moving to the next place.
So I boot it up to test it and… He’s super slow (might want to change the speed in the pathfinding setting), and he doesn’t care much for the beaten path, which was expected, but it works!
I’ve had a mostly successful time of it so far. I’ve figured out how our scripts work. I’ve managed to get my interior set where I know it won’t cause any errors. Next time, I’ll start actually putting the prototype together with these pieces.
You can download the current progress HERE.
Any advice on learning new scripts? What new tools have you used in your current projects? Join us in the comments section below.