Since this has become more about making A1 tiles I'm going to move this over to Resource Support. It may help to load this template directly into the editor and start drawing with it to see when each color comes up when mapped in different ways. They'll look mostly the same as that first autotile, but with the changes for what's going to be moving. The next two slots, the green autotile and the blue one, going right, are the next two frames of the animation. This is the same autotile set up as A2 tiles. ![]() Sky blue is the sides, light blue is the actual repeating section. The dark blues are corners, daker for outer edge, true blue for inner edge. Autotiles themselves are crazy confusing and I doubt I'll do better explaining than the existing tutorials so I'm just going to sum it up. The different shades of blue represent your basic autotile setup. Lets just look at the blue part in the top right corner. Okay, so here's another one, this time for MV, which shows better how the actual autotile is set up. ![]() The next two rows are the animations, the center being the part that gets repeated as it animates. Custom Tileset Templates Im looking to create a custom tileset for my game, unfortunately most of my searches for templates to follow have been rather vague. The left and right side work like a cross section of an autotile, the middle 16 (or 24 in mv) pixels are repeated in a pattern when drawn out horizontally and the 8 (12) pixels are the edges. They don't have to be waterfalls but it helps to think of them that way to understand the animation works. Slot 8 and the others like it (grey) are what I consider waterfall tiles. When used in the editor the transparency is automatically filled in with the first auto tile. Find game assets tagged Horror and RPG Maker like 2.5D FREE Tiles: Infernus Tileset, Top Down Pixel Art Horror, Pixel Gore UI, Gothic RPG Furniture Sprites, SCAReStaff October 2018 on itch.io, the indie game hosting marketplace. These are for putting decoration inside of the first autotile animation set. Slot 4 and the one just below it (brown/orange) are static auto tiles which can be put on a transparent background. Slot 2 (light blue) is the one that gets repeated when it's animated. Slots 1, 2, and 3 (blue) are the frames for a single tile (usually water, doesn't have to be), side by side. There are 8 slots of auto tiles horizontally and 4 slots vertically. The auto tile setup is exactly the same as an A2 auto tile. The differences are what's in each section. I watched lots of tutorials about RPG Maker MV after buying it some weeks ago, but theres still enough stuff I never touched like using Plugins or drawing new Tilesets. You have to make them with square corners, and perhaps add special, rounded edge pieces in the A5 sheet or a B-E sheet. Im from Germany and my English isnt the best, but I hope that its understandable. edit: Coming back to add, I get that you are trying to make nicely rounded tiles, but you cannot do that with the way MV autotiles work. (MV uses the same structure, only 150 the size of the VX and VX Ace autotiles. Because there is a better way to number the parts of an autotile if you know how it is used in the game. ![]() ![]() I hope this is what you wanted.Ī1 has an extremely similar layout to A2. Those sorts of tiles need to fill ALL of the 48x48 spaces they comprise. and modify your template (more specifically your numbering) with that info. One is numbered based on how I did it initially (although I renumbered it so the wall/ceiling autotiles would match, and I used a font instead of hand drawing the numbers).ĮDIT4: Reposting information from previous post so you don't have to scroll back for it.The help file has a visual representation of things, that may help. Joined Messages 9 Reaction score 1 First Language English Primarily Uses RMMV 1 Hey This is my first post, so Im sorry if anything is confusing. There are three versions of the templates. Thread starter kittygirlsc Start date Nov 17, 2020 kittygirlsc Villager. Version numbered according to Anatomy of an Autotile tutorial under production.ĮDIT3: Final versions of templates (hopefully). So I just decided I wanted to determine the information experimentally, hence the numbering system I used (logic: I'm just going to write a number on each tile and see which ones get used by the program).ĮDIT: I wasn't originally going to make the change but since I have nothing better to do I'll go ahead and make an updated version.ĮDIT2: Unnumbered version. Hi This is a short tutorial to show you how to work with RPG Makers autotiles in Tiled to make pre-rendering mapping easier. Numbered it the way I did because the way they numbered it in that tutorial didn't make much sense to me.
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