4/22/2024 0 Comments Rpg maker mv tileset templateyeah I knew something like that existed and am sure I could use it.so I'd just make the whole sea a specific region. This will make it so that even through events can't cross specific regions. that may be of interest to you.Īuthor=kory_toombs You might need a script made by Yanfly which uses regions to determine where actors and events can go. #- def passable? ( x, y, d ) check_passage ( x, y, ( 1 << ( d / 2 - 1 )) & 0x0f ) end #- # * Determine if Passable by Boat #- def boat_passable? ( x, y ) check_passage ( x, y, 0x0200 ) end #- # * Determine if Passable by Ship #- def ship_passable? ( x, y ) check_passage ( x, y, 0x0400 ) end end. flags next if flag & 0x10 != 0 # : No effect on passage return true if flag & bit = 0 # : Passable return false if flag & bit = bit # : Impassable end return false # Impassable end #- # * Determine Passability of Normal Character # d: direction (2,4,6,8) # Determines whether the tile at the specified coordinates is passable # in the specified direction. Can I change specific tiles in A5 to become passable with a ship and an airship? I suppose I could set a specific region on water tiles and make those regions passable on ships? Yes? ThanksĬlass Game_Map #- # * Check Passage # bit: Inhibit passage check bit #- def check_passage ( x, y, bit ) all_tiles ( x, y ). But another more complex question came up then.how does this affect Ship and Airship passibility? How does that work for the A5 tileset? I have tried it and it seems at a glance that all tiles on A5 are impassable with a Ship. And no, I have no transparent stuff on A5. I‘ve just been using A5 and then B to put rocks, cliffs and stuff. So what I‘m wondering is.are there any major drawbacks when using only A5? I need very few tiles for each map so I don‘t need to fill a whole tileset template of different graphics. If I make a move in a certain direction later I might need it for some maps but then I‘ll just have to master that. Also, and maybe more importantly, I don‘t think I need any animated tiles. Tiles are just tiles and nothing fancy about it. My graphics for this particular game is extremely basic. So on this project, I have no need for autotiles that I think of. I could just put my custom tiles wherever and they appeared in that exact spot in the editor. Then I came across Tileset A5 which did what I wanted in this case. I just couldn‘t handle trying to make out how autotiles worked and stuff when trying to make my custom tilesets. So when working on a game some time ago on Ace, I stopped trying to work with tilesets A1-A4. It‘s questions I presume have been asked before but I found it difficult to find exactly what I was looking for. I have some speculations about the A tilesets. In the RPG Maker series since RPG Maker 2000, tilesets are PNG images.Hey guys. RPG Maker MZ supports 16, 24, 32, and 48 pixel tiles (the RTP is still 48x48). In RPG Maker XP, VX, and VX Ace, tiles are 32x32 pixels in size, and in RPG Maker MV, tiles are 48x48 pixels in size. In RPG Maker 20, tiles are 16x16 pixels in size. In RPG Maker 95, a tile is a 32x32 image. In addition, a much heavier focus on autotiles is given, as a huge portion of the titleset images are reserved for autotiles. In RPG Maker VX and later, the tilesets themselves, and thus the autotiles, consist of separate images. RPG Maker XP allows each tileset to have up to seven autotiles which are changed by using the database. In RPG Maker 20, the autotiles are part of the image. Some autotiles are even animated, such as water. In RPG Maker 95 and later, there are autotiles that help with creating maps by automatically correcting themselves as the map is modified to have a contiguous border around itself bordering other tiles of a different type. In RPG Maker VX, only one tileset can be used for a game, while in other releases of RPG Maker, over a hundred tilesets can be used in a game, but only one can be used for a single specific map at a time. A Tileset, known as a "chipset" in older versions of RPG Maker, are a collection of tiles used to build a map.
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