[RM2K3] I NEED MORE SPACE ON MY TILESET
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One of the areas in the game I'm making is pretty cluttered and lively (or supposed to be, anyways) and so I'm using up a lot of space on the chipset. Is there any way to enlarge the template, or am I stuck with a set amount of possible sprites per screen?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
You could always take some of the graphics you need for the map and make it a character set if you're fluent enough in event mapping to mix the two to design what you had in mind.
You could also use an image editing program, take a screenshot of the map in event view, then add a new layer to the image and scatter around the graphics you want to use that are 'above' hero or inaccessible. Then erase the bottom layer of the map itself and use that image over your map. That is, parallax mapping.
I usually just use events since they're flexible, can be placed on any layer (below/same as/above hero) and easy to work with. You could also play with an actual parallax for anything that's supposed to be below hero (floor tiles and the like).
If it's more than one map, you could also use a chipset for each.
I usually just use events since they're flexible, can be placed on any layer (below/same as/above hero) and easy to work with. You could also play with an actual parallax for anything that's supposed to be below hero (floor tiles and the like).
If it's more than one map, you could also use a chipset for each.
I tried using events, but ended up with a seam between two tiles of a building. How do I fix this?
EDIT: Also, I could walk through it, but that's easily solved by filling in the gaps with transparent events.
EDIT: Also, I could walk through it, but that's easily solved by filling in the gaps with transparent events.
Try making the dimensions of the graphics within the tiles 16 pixels wide (that is, with 4 pixels on both sides empty). If you're placing them above each other, either use 16 pixels height and have them right above each other or 32 pixels high (the full charaset height) and leave a space between the events.
e:
1 - blank animation frame.
2 - this is used for if you want all graphics to tile and be set to a particular kind of layer (say, everything above hero or same as). The graphic (red) is 16x16 with 4 pixels either side and laying flat on the bottom. Events can be pasted around all sides and it will match up as long as they're all set up like this.
3 - this is for if you've something like a tree tile where only the base is set as same as hero and the rest should overlap. In this case the events are safe to paste side by side, but there should be a gap between top/bottom events to tile correctly.
4 and 5 - these can be used next to each other (4 next to 4 and 5 next to 5). They can also tile on top of each other.
Hope that helps.
e:

1 - blank animation frame.
2 - this is used for if you want all graphics to tile and be set to a particular kind of layer (say, everything above hero or same as). The graphic (red) is 16x16 with 4 pixels either side and laying flat on the bottom. Events can be pasted around all sides and it will match up as long as they're all set up like this.
3 - this is for if you've something like a tree tile where only the base is set as same as hero and the rest should overlap. In this case the events are safe to paste side by side, but there should be a gap between top/bottom events to tile correctly.
4 and 5 - these can be used next to each other (4 next to 4 and 5 next to 5). They can also tile on top of each other.
Hope that helps.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
To be more precise, here's an example of a charset with tiles on it:
You can then make events using these and set them as "Fixed Graphic".

You can then make events using these and set them as "Fixed Graphic".
Sorry, I didn't 100% follow what you were trying to say there. This specific project is my first go at RPG Maker in earnest. I guess it might be helpful if I post what I did and what the problem looks like:

And the problem:


And the problem:

Each of those Green and Yellow rectangles are a frame. In each frame you need to provide a buffer of 4 pixels to either side. Currently, the left-most part (the edge of the house) needs to be moved over. In fact, I'd move the whole thing over eight pixels, cut it along the line that is in the middle and move both over 4 pixels. Viola.
You just need an 8 pixel buffer between one edge and the other.
You just need an 8 pixel buffer between one edge and the other.
You can also use graphics using backgrounds, with the tool rpg2kdev you can
export your map of rpg maker to a bmp file, so its only put it in panorama folder, and the resolution is exactly the same.
for example...
The only bad of that tool it's a problem with autotiles, btw you
can tile above that graphics.
export your map of rpg maker to a bmp file, so its only put it in panorama folder, and the resolution is exactly the same.
for example...
The only bad of that tool it's a problem with autotiles, btw you
can tile above that graphics.
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