A Very Watery Dilemma!

Michael Sherbrooke

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Alright, so I am attempting to make my own custom tileset for the world map because I want just about everything in my game to be that way. I've don some searching for what my issue is however I can't find anything. The help file was no help either. Here is what my problem looks like.

watery dillema.png

See how bad that looks? mean while the whole texture I made tiles seemlessly and perfectly even the 3 individual frames of 64x96 that make up the texture tile seemlessly by themselves... So I for the life of me cannot figure out what is going on at this point... I've spent hours researching and fussing with it but nothing seems to work or help.

I'm trying to replace the cartoony style provided by the rtp. But also, I want to make my project commercial, I wouldn't feel right or proud of my project for using someone else's art even if they gave me permission. I want my game to have a truly original look and feel to it. Most of my maps are going to use parallax backgrounds instead of tilesets, but I don't think that I can do that for a world map. The tiles I have for my custom, and failed, water are also not the ones I want. I reduced the level of detail in it by about half hoping that might have helped. since it didn't, if I can figure this out, I want to restore the detail.
 

Thank you in advance for your help.
 

Takuto

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That's really pretty.

This is super obvious and pretty dumb of me to ask, but are you sure you set up the auto tiles correctly?

It is possible to parallax a world map. Just configure the image grid (or whatever you do on Photoshop) and show grid/snap to grid when needed.

There's a handy little script by Omegas7 that allows you to take pictures of large areas, though I'm not sure it works for Ace, if that's a problem at all.

Just my two cents. ^_^~
 
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Jesse - PVGames

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Would you be willing to share the actual file with the water texture and animation frames? I would take a look at it if you could do that :)
 

Sharm

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It looks like a problem with your pattern not actually being tileable. That middle 32x32 section has to tile with itself as well as seamlessly into the edge tiles.
 

Takuto

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There's a sharp bright blue contrast around the tiles. Is that part of the tile or is it just something the problem creates?
 

Michael Sherbrooke

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There's a sharp bright blue contrast around the tiles. Is that part of the tile or is it just something the problem creates?
Would you be willing to share the actual file with the water texture and animation frames? I would take a look at it if you could do that :)
That's really pretty.

This is super obvious and pretty dumb of me to ask, but are you sure you set up the auto tiles correctly?

It is possible to parallax a world map. Just configure the image grid (or whatever you do on Photoshop) and show grid/snap to grid when needed.

There's a handy little script by Omegas7 that allows you to take pictures of large areas, though I'm not sure it works for Ace, if that's a problem at all.

Just my two cents. ^_^~
Here is the one I want to use and the one that I am using.

watery dilemma textures.png
 

Candacis

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You should pay more attention on how auto tiles are built. There is a section about that in the help manual, I think. Or read this very helpful blog post: http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/

I would start with a 32x32px tileable tile and then work on the other 2 frames for this 32px tile. Only after that you can worry about the outer and inner edges. You tried to squeeze a big picture into an autotile without regards to the inner and outer edges.
 

Michael Sherbrooke

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You should pay more attention on how auto tiles are built. There is a section about that in the help manual, I think. Or read this very helpful blog post: http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/

I would start with a 32x32px tileable tile and then work on the other 2 frames for this 32px tile. Only after that you can worry about the outer and inner edges. You tried to squeeze a big picture into an autotile without regards to the inner and outer edges.
Thank you, to an extent I already knew some of that though. I've taken a look at the preset water tiles. No one 32x32 tile seemed to be the same. So I had thought that what I did might work as well. I haven't really been able to find anything but is there maybe some guide or tutorial to making animated autotiles? The one you shared didn't have anything for the animated aspect of things. Again thank you for your pointers and advice.
 

Sharm

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The frames are used in the order 1213. Other than that you don't need any special knowledge of how it works in RPG Maker, just knowledge of how to animate something.
 

Celianna

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You are ... doing autotiles wrong.


Water autotiles are animated, so they use 3 frames. You ... kinda stretched your texture over these 3 frames, of course it's not going to work correctly.


Here's a quick view of a simple autotile (without corners):





The corners aren't seamless, and they're static. The sides either repeat horizontally or vertically, and are 32x16 or 16x32 and they connect to the middle part. The middle part is 32x32 and is seamless.


Here's a video of me drawing a water autotile:




You really just need to study them some more. Specifically, it's the 32x32 middle part (surrounded by 16x16 parts that need to tile seamlessly together) that needs to be seamless. Everything else around it should connect to the seamless tile, but doesn't have to be seamless itself (if only for connecting to the other parts).
 

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