2/24/2024 0 Comments Rpg maker vx ace best tileset![]() ![]() – off-grid variations for elements like plants, rocks or windows to allow more natural looking and less square mapsĪll credit for the artwork goes to Enterbrain. – small edits to bring more variation to staple elements like crates, sacks or wall-mounted shields – lots of doors to create city, town and dungeon maps without having to use events for those – elements from the character sheets like braziers and chests In addition there is a single tileset that contains winter elements only. – Dungeon Interiors (*the Dungeon tileset is the only one that uses duplicate elements from the Buildings and the Plants tileset)įor each of those 3 a template (an example illustrates this post) is included in the download that shows how the tilesets fit best together. – Exteriors for everything from capital cities to wilderness This results in 4 tiles each for the following maps: The goal was to rearrange the content from the standard RTP tilesets to have as many elements as possible without duplicates* to work with. 1600x900 is another common screen size that cannot be used without problems because it is not a full multiple of 32x32.This package consists of 8 Tilests for RPG Maker VX Ace to be used as B-D. Since the 1080 cannot fit as multiple of the tilesize, using that as a screen size will result in the distortions I wrote about. But one of the currently more common monitor screen sizes is 1920x1080 - that would be 60x33.75 tiles in Ace-size. With a tilesize of 32x32, screen sizes of 640x480 (which is 20x15 tiles), 960圆40 (which is 30x20 tiles) or similiar are multiples of the tilesize. That has something to do with how the computer stored 2-dimensional data (because the computer itself can only handle one-dimensional sequences). In MV, you need to use the full size tilesheet even if there are only a few dozen tiles on it and the rest transparent, because somewhere in the engine the calculations expect the tilesheet to be of normal size and they fail if trying to find the correct data on a smaller tilesheet. In Ace, if you had extra slots on the tileset that you didn't need, you could simply place those snippets into the tilesheet slots and they usually worked. But usually most artists only make and distribute a few tiles each, resulting in a lot of tiny sheets of a dozen tiles or so. But the engine can get confused trying to display half tiles if your screen size is not a multiple of 32 or 48 (depending on what you set the plugin full tilesheet contains 16x16 tiles. Even if you don't need all tiles on a sheet, fill it up to full size with transparent or white placeholders.ģ) screensize should be multiple of tilesizeĭon't use a screen size that isn't a multiple of your tilesize - again a display calculation problem, although it usually works when the maps are larger. This one is new to MV, but if you are using incomplete smaller tilesheets in your tilesets, the display can go wrong. No Maker ever (that I know of) could handle maps that are smaller than the screen size without errors - it just wasn't as visible in older makers because they had a top screen size they couldn't pass.Ģ) use only full tilesheets for your tilesets If you change the screen size (especially when making it larger), you have to make your maps larger as well. ![]() There are a few things you can try, because those have been shown to affect the display in different and strange ways:ġ) minimum map size is screen size in tiles. ![]()
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