![]() These are terrain auto-Tiles from above where you have 3 frames of animation side by side. The Blue area represents the edge case with other tiles, and the white area is the terrain type for the Auto-Tile. ![]() For RPGMaker VX Ace optimized tilesets these are a 16 pixel by 16 pixel grid. These are the easiest to work with, and cover most of the auto-tiles. Also I will say that the following information can be used by anyone wishing to import tiles into this map editor. I also think this is a good idea, and will greatly expand on what stated. "B" and "C" are for objects, and are generic, non-minitile based tilesheets as well."A5" appears to be a generic, non-minitile based tilesheet.The "A4" format is a hybrid of A2 and A3, where below every block of 24-minitile surfaces, there is a 16-minitile square block for walls themed according to the above roof/floor surface block.This is used primarily for things like walls, steeped roofs, bridges, etc. As a result, A3 supports rendering of square/rectangular surfaces only. The "A3" format uses squre blocks of 16 minitiles for every block instead of the (rectangular) 24 minitiles from A1/A2.The "A1" format has the same number of tiles as A2, except the first three (column-wise) blocks out of every four blocks of microtiles are animations of each other (e.g., water tiles).Like Remex (which is basically abandoned these days), that link only covers the most popular "A2" format, so I'll to provide some extra details from my investigation on the other "A" formats. Just wanted to add a link to some docs on how autotiles work in RMVXA. The amount of time I have for Tiled directly depends on how many hours I can afford to drop from my job. In any case, if you want to help me get around to a feature like this, please do consider supporting me on Patreon. ![]() I guess this last approach is the one used by RPG Maker itself, but I do not know its map format. This increases the size of the layer data by four and puts the complexity of dealing with the halved tile size in the UI.
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