OTHER COOL USES FOR CHANGE TILE SET EVENT COMMAND
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I’m trying to experiment more with commands I haven’t been using a lot, was wondering what other things you could do with “change tileset?”
(I mainly use RMVXACE but this is more of a general question)
Some basic stuff I was just thinking of are like:
Changing map visuals: for seasonal types is the first thing that came to mind, or just changing small parts the tileset to reuse a single map for multiple generic locations, like just the building style (like if you had a generic “single house” map and wanted to change the exterior and BCDE tiles based on where it is, who built it, etc.)
Changing the terrain tags: I use terrain tags a lot but never thought about having 2 or more versions of the same tileset with different terrain tags, maybe for obstacles/passage on ground and for roof tops something? Also having changeable terrain tags work with region ID feels like it could be interesting?
Those are 2 things I was starting with, I feel like there’s a ton more though? Tell me your trade secrets! Please.
(I mainly use RMVXACE but this is more of a general question)
Some basic stuff I was just thinking of are like:
Changing map visuals: for seasonal types is the first thing that came to mind, or just changing small parts the tileset to reuse a single map for multiple generic locations, like just the building style (like if you had a generic “single house” map and wanted to change the exterior and BCDE tiles based on where it is, who built it, etc.)
Changing the terrain tags: I use terrain tags a lot but never thought about having 2 or more versions of the same tileset with different terrain tags, maybe for obstacles/passage on ground and for roof tops something? Also having changeable terrain tags work with region ID feels like it could be interesting?
Those are 2 things I was starting with, I feel like there’s a ton more though? Tell me your trade secrets! Please.
I dunno if it works any different in VXAce, but here's one way I've seen it used (and I've used myself): Let's say there's a montage of different scenes which are shown to the player one after another, all with different tilesets. It's possible to actually have them contained on the same map.
I'm bad at describing how this works, but I'll try to give an example: Take one map, make two different scenes on it that have two different tilesets. Use Tileset 1 to make the location for Scene 1, then change the map's tileset in the editor to tileset 2, move to a part of the map far from Scene 1, work on the location for Scene 2, then change it back to Tileset 1 (since Scene 1 will be the first one you see). Have the screen start at the top of the map, showing Scene 1. After that's done, fade out, move the screen to the next scene, which should be spaced far enough away from the first scene so they don't overlap, use change tileset command to change tileset to tileset 2, then fade back in.
I'm bad at describing how this works, but I'll try to give an example: Take one map, make two different scenes on it that have two different tilesets. Use Tileset 1 to make the location for Scene 1, then change the map's tileset in the editor to tileset 2, move to a part of the map far from Scene 1, work on the location for Scene 2, then change it back to Tileset 1 (since Scene 1 will be the first one you see). Have the screen start at the top of the map, showing Scene 1. After that's done, fade out, move the screen to the next scene, which should be spaced far enough away from the first scene so they don't overlap, use change tileset command to change tileset to tileset 2, then fade back in.
This command has a lot of use, if you can get creative.
Tile passage permissions and terrain IDs are also bound to the tileset. When you change the tileset, you're changing these things, too. In a game I'm making, the default world map has rivers and water that the player can't cross. When the player possesses a certain item, these areas are now passable. This is done by changing the tileset.
If you were emulating an old video game's functions, games that did not have 32-bit or even 16-bit color, you would have to fade out and in using palette animation. RPG Maker offers no tools for this, but you can fudge it by creating multiple tilesets with the graphics inside of them switching palettes.
Tile passage permissions and terrain IDs are also bound to the tileset. When you change the tileset, you're changing these things, too. In a game I'm making, the default world map has rivers and water that the player can't cross. When the player possesses a certain item, these areas are now passable. This is done by changing the tileset.
If you were emulating an old video game's functions, games that did not have 32-bit or even 16-bit color, you would have to fade out and in using palette animation. RPG Maker offers no tools for this, but you can fudge it by creating multiple tilesets with the graphics inside of them switching palettes.
Thanks for your responses!
I get what you mean about drawing the map in the editor with one tile set then switching to another for a different zone, it'd take some planning but having separate "zones" that use different tile sets could be handy with how the events in each of the zones would keep their behavior and positions, like if you had a puzzle room with movable parts they'd stay in the same positions that way, If you had moving NPCs you could put Invisible Event Blocks when you changed zones switch on when you leave the zone too.
The passability change thing is really interesting, you had events that moved on a fixed pattern but would be blocked on one tile set but could move on another.
I was thinking you could make something like a multi depth ocean setup where you could have fishes that would be shadows at one depth and as you go down change tile sets so the bottom rocks and things come on the map and the fish could change with a switch and still have their same positions too, although they might get stuck when you change tile sets and they get on a blocked tile, hmmm...
Thanks for the ideas, there's so much to put together from them it makes my head smoke in a good way lol
I get what you mean about drawing the map in the editor with one tile set then switching to another for a different zone, it'd take some planning but having separate "zones" that use different tile sets could be handy with how the events in each of the zones would keep their behavior and positions, like if you had a puzzle room with movable parts they'd stay in the same positions that way, If you had moving NPCs you could put Invisible Event Blocks when you changed zones switch on when you leave the zone too.
The passability change thing is really interesting, you had events that moved on a fixed pattern but would be blocked on one tile set but could move on another.
I was thinking you could make something like a multi depth ocean setup where you could have fishes that would be shadows at one depth and as you go down change tile sets so the bottom rocks and things come on the map and the fish could change with a switch and still have their same positions too, although they might get stuck when you change tile sets and they get on a blocked tile, hmmm...
Thanks for the ideas, there's so much to put together from them it makes my head smoke in a good way lol
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