[VX Ace] Tileset Templating, How It All Works?
#1
Posted 17 March 2012 - 12:14 AM
I've only ever dabbled in making modifications to existing RPG Maker XP tilesets. I believe the proportions are different grid-size-wise for VX and VX Ace, however. If it helps, I'm looking to create maps for characters that are taller than the VX default as well. I think the size would mean two grid squares for doors and whatnot, but I don't know the area that VX uses for each tile-size pixel-wise.
Secondly, I'm a bit confused on how VX Ace works mapping-wise yet. XP had the layers tab handy in the top, and I haven't yet had the time to really sit down and grit into Ace. Is the layers tool still at the top menu bar? Or is there some other way of layering since I see many tileset pages that are items that would all go on the same, or similar layer. From seeing those sorts of things, it makes me think that tileset A, B, C, and D, etc are the different layers in VX Ace maybe? Sorry for that base of a question.
But at any rate, if anyone can help- I'd be extremely ecstatic. I have some specific ideas in areas of my game, and since I'm learning to go from digital painting to spriting anyhow, I figured I would attempt to ask some of the more experienced spriters/tilesetters/artists here for some info and tips on going about this.
Also, I'm seeing a lot about "shift-clicking" and "parallax" which I don't think was in XP. Any handy-dandy tutorials on those anywhere?
Thanks!
#2
Posted 17 March 2012 - 12:20 AM
Shift-clicking is a basic feature of the RM series that is recently being talked more often about because the way that the VX RTP is arranged: when you hold down the shift button, you can prevent autotiles from tiling. Also if you hold shift when you select a tile from the map with the right mouse button, you can "stamp" it without worrying about it distorting any autotiles. You'll get the feel for it after just a couple minutes of practice.
Parallax mapping isn't as big or complex or novel as people make it out to be: all it means is that you draw your map on a panorama and set it as the background image to a blank map.
Secondly, I'm a bit confused on how VX Ace works mapping-wise yet. XP had the layers tab handy in the top, and I haven't yet had the time to really sit down and grit into Ace. Is the layers tool still at the top menu bar? Or is there some other way of layering since I see many tileset pages that are items that would all go on the same, or similar layer. From seeing those sorts of things, it makes me think that tileset A, B, C, and D, etc are the different layers in VX Ace maybe? Sorry for that base of a question.
VX and Ace has a bad mapping system, especially when compared to the layers used in 2K, 2K3 and XP. Ace does have layers, but they are invisible—you cannot toggle between them. Most tiles in TileA will be on the bottom layer, and everything else will be on the second layer. There are only two layers for mapping (people will argue that there are more, but they are talking about layers that are uneditable and/or have no effect on the mapping itself, like the mini-layers within TileA1's autotiles or the shadow layer).
Anyway, I made up some templates for creating tilesets for my own use—I'll upload them.
Okay, I made these for RPG Maker VX when it first game out, but most of it should apply to Ace:
http://finalbossblue..._tiletemplates/
You can see the images there, and each one has an explanation image as well.
Edited by needles, 17 March 2012 - 12:28 AM.
- PK8 likes this
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#3
Posted 17 March 2012 - 12:37 AM
The main difference with the tiles themselves is that, since Ace only gives you two layers, anything on the A layer should not have transparency, unless it's part of an A1 tile that will automatically go on top of another A1 tile. Have a good read through the RPG Maker VX Ace > Reference Material > Resource Standards > Tilesets section of the help file. I learned a lot by going through that v.e.r.y slowly.
Here is a tool I created with the intention of converting a lot of XP tilesets over to Ace. But you can use it to create Ace tilesets from VX tilesets, or by mixing and matching XP, VX and Ace tilesets. Really, anything can go in that "source image" box. There is no documentation, but I'm happy to answer any questions if you start using it and get stuck:
http://www.ezmash.ne...ceConverter.zip
Here's the blurb I wrote on the VXAce forum about it:
And here's how they look in the game.
No instructions are included, so I'll provide a quick walkthrough here:
Edited by shaz, 17 March 2012 - 12:39 AM.
#4
Posted 17 March 2012 - 12:51 AM
Hopefully, I can give back to the community more for this once I start crafting some tiles. I'm definitely planning on doing that.
Edited by EntranseStudios, 17 March 2012 - 12:52 AM.
#5
Posted 17 March 2012 - 01:14 AM

Futuristic Tiles are now available in the store!
Parallax Tiles ❤ Celianna's Tileset ❤ Blog ❤ DeviantArt
#6
Posted 17 March 2012 - 01:23 AM
I've been meaning to write a part 2 that included a lot of the other types of autotiles, and more advanced tricks with making them, but the Ace release has swamped me.
#7
Posted 17 March 2012 - 01:24 AM
Moved to support, since this is not really a resource request, but a request for help
Thanks! I was unsure since it's also a template request, which was filled awesomely.
And yeah, the autotile tutorial will also be super helpful. I figured I better get the hang of at least importing some more basic things first, but I'll be trying it all.
#8
Posted 14 April 2012 - 06:30 AM
Don't these features work yet?
#9
Posted 14 April 2012 - 09:45 AM
I am closing this in case of any other unwanted bumps.

Futuristic Tiles are now available in the store!
Parallax Tiles ❤ Celianna's Tileset ❤ Blog ❤ DeviantArt
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