QUESTION ABOUT VX ACE TILESETS

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unity
You're magical to me.
12540
I've been using VX Ace for about a month now, and I've been able to figure most things out, but I had a couple of questions about how tilesets work.

First off, on the Tileset tab, there is a mode selection, with "Field Type," Area Type" and "VX Compatible." I can't seem to figure out what these do differently.

Also, when building layers of cliffs (or cave walls) with an A4 tileset, I can't seem to put an A4 wall on top of another A4 wall without things messing up. I've made a work-around incorporating bits from the B tileset, but I was wondering if there was an easier (and probably obvious ^^;;) workaround that I'm somehow missing.

Thanks a lot!
Marrend
Guardian of the Description Thread
21806
I think it has to do with how the auto-tiling mechanism works? I know that the base "Field-type" doesn't have a large array of tiles to work with, so I'm guessing that has something to do with being more suited for larger, overworld-type maps. "Area type" seems to be your general-not-world-map kinda thing. My best guess with "VX Compatible" is if you transfer tilesets made for VX into VX Ace.

I'm probably totally wrong, though.
If you hover over the name of the part you want more information of in the Database a pop up will appear to tell you a bit about it. In this case it tells you that there's more information under the Resource Standards area in the help file.

This is a very handy feature that you should keep in mind for if something confuses you in the future. (It also works in most areas of the engine - just hover over the title of most aspects and info will appear.)

To break it down a bit, though, here's your answer:-
MODE:
The purpose of the tileset. This mainly impacts the special specifications of lower-layer tiles and the handling of battle backgrounds.
As a general rule, select Field Type for tilesets representing world maps, including oceans and landmasses, and Area Type for all others.
To use resources created for RPG Maker VX, select VX-Compatible Type.

specifications of lower-layer tiles
The A2 tiles in the tileset under the tile palette's A tab (rows three through six) are divided into base tiles (columns one through four from the left) and embellishment tiles (columns five through eight from the left). Embellishment tiles can be placed on top of base tiles.

However, with tilesets where Mode in the tileset dialog box is set to Field type, placing embellishment tiles over base tiles selected from columns two or four transforms them into column-one or three base tiles.


Specify Battle Background
When selected, this setting allows you to specify a combination of two graphics to display as a battle background when a battle occurs on this map.

When it is not selected, processing depends on the Mode of the tileset that was set for this map.

Mode is Field Type
The battle background is automatically determined by the tile where the player is standing when the battle occurs.

Mode is Area Type or VX-Compatible Type
The map and its effects will be used for the battle background.


unity
You're magical to me.
12540
Thanks very much, Liberty! I should have consulted the help file first. I appreciate your patience and feel a little silly about not doing that ^^;;

Also, I think I figured out the answer to my other question with the cliffs, as using the right-click method to copy tiles seems to allow me to place them the way I want without messing up the autotile ^_^
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