Rpg maker vx ace dungeon tileset a24/10/2024 Since a lot of this requires mapping on top or below something, I do this type of map only by manually switching the layers.ĭo not rely on auto-layers here, you will end up with a lot of trouble if you want to add or change things! Shift-Mapping will help a lot with getting the rock walls right and since I use ground variations below and very little on top, most of the cliffs go on layer 3 in my case. Since I am more the “carving out” type of mapper, I used the top part of the cliff on the whole layer 3 and will proceed by carving out the paths and everything else by using a blank tile. There are probably more methods you could use, but for now I think, for my map, I will use cliffs to have the player not wander around too aimlessly. If you go for a very large map without cliffs, be sure to add some distinct landmarks so player can have a feeling for if they already visited the place before.Have the map only the necessary size with messages that it is too dangerous to leave the route.Have cliffs in the desert, to create a more dungeon like experience.Have the long straight journey through the boring desert as a cutscene, where your heroes can be seen walking and walking for a bit and then cut to the next part.Have a puzzle, give the player a description on how to pass the giant map, so they keep their eyes open for markings and following the instructions.There are several things you can do to keep players from getting lost: Nothing is more boring to have the player walk for hours on a giant map with no clue where to go. The interface is pretty much identical.Now, for a desert it is very important to know the purpose of the map. If you want to learn how to use it, but don't want to spend any money before hand, get VX Ace lite and follow some tutorials. A1 is different to A5), but in general the max size of a tileset (Images B through E, anyway) is 768x768. Each type of tileset has its own dimensions (e.g. SIMPLE enough for a child yet you're struggling with basic mechanics, and refusing to put any effort into learning. As far as I can tell, MV is pretty much the same as Ace when it comes to using tilesets (unfortunately - unlimited tileset size and length was a feature I really wanted to return from XP). The program doesn't know whether you need it to be passable or not, it defaults passable, you need to figure out what to make not passable. You have to tell it whether you want it to be X or O or *(star). Originalmente postado por Cesar Millan Jiu-Jitsu: A basic tutorial that took me all of five minutes to write, about a function that could have taken you no more than five minutes to watch a Youtube video for. Then once you have them loaded onto your database, you have to set what tiles are passable, which can be passable depending on direction, and what can be above the player (in layers B - E) Instead of mashing together everything into one file, you need to separate them into their appropriate files with the correct dimensions. ![]() Tiles B - E are for the overlay and extra ground items.Įach individual tile is its own file. A1 is used for animated tiles (Water, lava, etc), A2 is for your ground tiles, A3 is for outdoor buildings, A4 is for walls, and A5 is for anything extra. If you look at the database, all of the tiles labeled "A1 - A5" are for the ground layer. So, I'm going to give you a basic five-minute rundown of how it works, since you can't be bothered to look for a quick thirty-minute tutorial like the rest of us had to.Īll tilesets are broken up into up to nine parts. ![]() Like stated, if you had done any of the tutorials provided, you would know these very basic things. Originalmente postado por Slim Jimmy:yeah, dude wants the kadokawa devteam to do that for him actually you are right, for 70$ I had high expectations, like tile sets working. Yes I understand that, a wall is not a 'wall' and it is just an image with the data X or O as passable, as I have explained 2 times now. ![]() You say you don't need tutorial, but you're asking stuff that you would know had you done them. To be honest, I'm finding it hard to believe you're not a troll. There are useful people on the forum, it doesn't matter how useful they are if you're not going to accept anything. A wall is not a wall, a wall is a 2d (flat) image that has the appearance of a wall. like you said its very simple concepts (even though as i just explained logic would dictate it work differently) no 5 hours of tutorials are needed thanks. ![]() I probably could have figured it out, I just thought there useful people on the forum. Logic would dictate that the tiles would keep their default values, wall is wall, floor is floor X o settings, instead of defaulting everything to O walkable. Originalmente postado por Christian2222:You could have just said that.
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