![]() Auto-tiles are also a bit more complex in that they can be broken into 16x16 mini-tiles for the editor to interpret correctly. My other questions are just practical ones - are columns 1 and 2, 3 and 4, and 5, 6, 7, and 8 all interpreted differently? 1 and 2 are consistent patterns regardless, but 3 and 4 have rugs with borders, and 5-8 can be layered on top of other ground tiles. But if there's some method that allows me to change the default A2 3x2 format into 3x3, I'd love to know! If it's impossible, I can just re-draw the first couple patterns, no worries. That being said, the way A2 sets are interpreted may just be built into the VX ACE engine and can't be changed. Squeezing the alternating patterns into two tiles looks cluttered and sloppy, so I'd rather not if I can avoid it. I ask because the ground I've sketched for my A2 set has much more variety - meaning, I can't have a repeating auto-tile that's only two tiles wide because the ground I've sketched has three separate components across. I've isolated the first section below in its typical 3x2 format, and expanded it by one more tile to make it 3x3 to help visualize my first question - is it possible to create an A2 section that can be interpreted as 3x3 rather than 3x2? In the screenshot below, I took the default Interior_A2 and applied a 32x32 grid, then labeled each pattern section with a blue number. I'm currently sketching my A2 set, so I want to know - A2 source files are interpreted in 3x2 (row x column) sections. Set A performs differently than Sets B-E in that Set A houses animated tiles (source file A1) and auto-tiles (source files A2, A3, and A4) split into particular columns with specific behaviors according to mode type (area or field), plus one normal set (source file A5), but Sets B-E are mainly decorative and render as the top layer on the game map, right?Īnd to break down Set A -> A1 = animated tiles, A2 = ground tiles, A3 = building tiles, A4 = wall tiles, A5 = normal tiles, yes? To my understanding, the default interior A2 set is 16x12 tiles long, which equates to 512x384 total pixels since each individual tile is 32x32 pixels. After reviewing the VX ACE manual for all its available info on tilesets, I exported the default interior A2 tileset from VX ACE to check my dimensions. ![]() I'm currently in the midst of creating my custom tilesets, and I wanted to clarify several things before I went through the effort of painting, as any miscalculations on my part will effectively off-set the remainder of the pattern in the map editor. Remember I love everybody but I use my discretion about things that are helpful and generally I stick to RTP style stuff.Hello! I'm back again with another question - this time regarding the function of the Set A tileset. =] If you think I missed something in a green list, feel free to PM me. The best thing you can do if you have resources of your own that you would like for me to include is to TAG them. I probably will axe the faerie/mushroom list and let Slimm's list save the day, and increase my percentages. Tutorial list is fairly well behind, but I have my eye on it. I chip away (haha) at the tiles list in the RPGMakerWeb Resource Showcase Directory when I can. ![]() I think I am about one-third of the way through. :/īut at any rate, THIS one is done, as well as the other seven in green colored links in my signature.įWIW, I am steadily working on the popular Modern list. We can all throw bottles at iEntry and FSM admins together I suppose. I know the broken links in ten out of 18 lists are a frustration for people, and I am genuinely sorry. Tokkuri posts edits of RTP mountain with green sidesįSM Materials links are broken - seeking blogsįinally, another list moves up into the "updated" side of my signature. Tokkuri posts Autumn edits of RTP A2 tiles(to match autumn trees on regular map Tamura's World Map Animated Altar and Palm Tree forest Tabby's Hut World Map tile edits with floating islands and Tree-house communities SFon posts world map tiles with less heavy sandy borders Oriceles' RTP edit of Ace world map tiles Mack's Japanese tiles have World Map tiles LemonLure's variable-edges world map edigs (less boxy) with further development by W.Jones Kajini's World Map Clouded Mountains (aka SilverSatyr, Ksi, Liberty) Kaito - 5th link japanese world map tiles Inquisitor's Middle Eastern and other World Map Resources Grafikal's Tiles, with contoured grass edges for World Maps, and excellent examples and directions - scroll down! Amaranth Games' Original (non-RTP) World Map TilesĪvery's Modern and Ancient World Map tilesĪvadan's Modern City World Map tiles with skyscrapers, arena and suburban homesĬandacis' World tiles - lots of A1 tiles, mountains and villages
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