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PostPosted: December 11th, 2005, 1:18 am 
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how do you make something unpassable? I have a deep gorge running through a field, and the edges are sheer cliffs. In preview my character will not go down it. in test play my guy runs right down the cliff. it's an ice land so the river is frozen. i want it so you have to take caves down and a cave back up the other side, aswell as get an item down in the valley.
can you make it unpassable?



thanks


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PostPosted: December 12th, 2005, 5:18 pm 
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I had the same problem. Of course I haven't played the game in regular play mode. I need to get around to trying it out to see if it allows or doesn't allow you to climb up walls.


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PostPosted: December 13th, 2005, 12:27 am 
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For what it's worth...I believe that Vonwert is right about regular play mode. I believe that when you are playing the game from the Title screen...select Play instead of Edit...you will not have that problem. I too was wondering why my hero could climb up impossible angles in Playtest mode. This may have been some glitch that was overlooked in the design of the game. When you walk around in Preview mode it doesn't let you do those crazy things that happen in Playtest mode.

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PostPosted: December 16th, 2005, 11:55 pm 
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I think that it's just how the game is, ya know? It's playtest mode, so they figure you are going to use it like debug mode. you can invoke debug mode in RM1 by pressing O. It allows you to walk through walls, and of the sides of maps. I think that as long as you understand that you (and ONLY you) can do that and that in the final release the game will work properly, you shouldent get to bent out of shape.

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PostPosted: December 18th, 2005, 9:07 pm 
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Ah yes, debug mode in RPGM1... Shame nobody could think of any ways to actually use that for gameplay. But since one could walk over walls AND events, it kinda makes it hard to come up with any gameplay ideas for it.

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PostPosted: December 24th, 2005, 7:28 pm 
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Yeah. The idea was do allow you to skip ahead and test elements without SLOGGING ALL...THE...WAY...THROUGH your game. I find it simple-er to just temporarily reset the start point near to where you want to test.

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