![]() In fact, you may have grown up playing such gems as FF6 where the water effects were downright awesome. Perhaps it's too square, perhaps you don't like how it's opaque, etc. You may have felt that the default RTP water is lacking. You can use this for any and all projects you are working on (SFW/NSFW Commercial/Non-Commercial editing it etc. RPG Maker VX Ace has an entire tileset dedicated to Water tiles. Thread starter GrandmaDeb Start date GrandmaDeb Modern Exteriors Posted Joined Messages 4,467 Reaction score 2,996 Primarily Uses. Theres scripts/plugins you can do to make the pixel size smaller or larger, but the ratio of tiles across and tiles down remains. The tileset builder is usable without configuring any of these folders, but you will be limited to the Custom MV and Custom VX Ace folders. When selecting a folder, you need to select the base folder for that maker, and not any folders inside it. ![]() For example, in VX/Ace/MV/MZ, you pretty much are restricted to whatever the asset standards are. The Folder Manager is used to set up the RPG Maker folders. ![]() It should also work importing it to an RPG Maker MZ project to test it out (you can number animated sections of this tile to see the order the tile animation will appear in) Given RPGMaker XP, 2000/3, and VX/Ace/MV/MZ all use different dimensions - we need to know what version youre using. The zip archive 'XP Tilesets for MV' below contains: - one set of A1 autotiles - two sets of A2 autotiles (inside and outside) - one (incomplete) set of A4. This video by Starlit Castle talks a bit about it how the tileset works: If you are confused about what this does and how it works, you can import this template and a RPG Maker MZ A1 sprite sheet into a drawing program, lower the opacity of the template in a separate layer over the A1 sprite sheet and observe. If you don't like the resized tiles and would rather use the 32x32 pixel version of these tiles in MV (with a plugin to change the tilesize), you can find them in the VX Ace thread here. It's hard to explain how it works in written form, so I may end up making a video sometime about it (when I have time). = light blue is an edge of the tile group (can still be tiled, but only in a certain direction) = dark blue is a constantly repeating pattern = black lines separate the tiles that don't go together (some are animated, while others are static) [Set grid lines to 24x24, even though it's a 48x48 tileset (if it was 16x16 tileset, the gridlines would probably need to be set at 8x8)Ĭolor coding (for squares, and black lines): You can import the image in a drawing program and draw on top of it, or lower the opacity and work under it (may help to delete the squares as you work, so it doesn't hinder your perception of the colors you're working with) (You may be able to shrink and expand it for other tile set sizes?) ![]() This is meant for RPG Maker MZ 48x48 A1 tilesets. Hi guys, Ive been helping a friend on their project and Ive run into something I need help on. ![]()
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