Adding images to events

predbites

Villager
Member
Joined
Apr 3, 2014
Messages
24
Reaction score
1
First Language
English
Primarily Uses
Hi All,

When you create an event, you can assign a graphic to it. I have tried to add a sheet of pictures to the choices and I am able to import the sheet using the resource manager but I can not choose the size of the pictures and they are always strange.

Is there anyway to choose the size of the tile when you import the sheet?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
the tilegrid is 32x32 and that cannot be changed.


However, instead of using the tile option for an event, you can make the picture into a spritesheet - sprites can have any size in game, only the editor cuts the sprite down to 32x32.


Post your picture and we can tell you what you did wrong with it.
 

predbites

Villager
Member
Joined
Apr 3, 2014
Messages
24
Reaction score
1
First Language
English
Primarily Uses
You see, when you create an event and choose a graphic you get the choice of already created tile sheets as well as the current Tilesets B + but I want to use the current Tileset A so that was the one I added (Outside_A4) but it gave strange squares and not the normal 32x32.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
You see, when you create an event and choose a graphic you get the choice of already created tile sheets as well as the current Tilesets B + but I want to use the current Tileset A so that was the one I added (Outside_A4) but it gave strange squares and not the normal 32x32.
If it were that easy, the option of choosing A-Tiles would have been added to the event by default.
Ace has six different tilesheet formats, the five A#-formats and the format for B to E slots.


The A#-tilesheets contain autotiles, which are not formatted in 32x32 grids - most autotiles are 64x96 pixels and are manipulated by the engine to create the different map variants of the bottom layer. They cannot be directly posed as regular tiles.


If you want one of the A-Tiles to be used as a event picture (and it isn't already there, several A-Tiles have already been copied into some other sheets), then you have to make a screenshot ingame and cut the tile from that screenshot with an imaging program, before placing it in a tilesheet for the B-Slots and putting it into the tileset.
 

predbites

Villager
Member
Joined
Apr 3, 2014
Messages
24
Reaction score
1
First Language
English
Primarily Uses
Ah, that makes sense. I did guess there was some kind of problem.

I will attempt that and see if I can get it working, Thanks,
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
You still can't just copy the image from the Tilesets folder into the Characters folder.


If you want part of the A tiles as a tileset image that can be used by events, you need to copy the tiles (32x32) from the appropriate A sheet into the B-E sheets.


Or you can copy them into a Character image, making sure your image is big enough for 12x8 (32x32) cells, or 3x4 (32x32) cells (the former must have ! at the start of the name, and the latter must have $! or !$ at the start of the name since you're talking about tiles and not characters, otherwise they'll line up strangely)
 

predbites

Villager
Member
Joined
Apr 3, 2014
Messages
24
Reaction score
1
First Language
English
Primarily Uses
Got it working!! Thanks for all your help. In the end, I printed the screen and pasted the 32x32 square i needed onto a "newly created" character sheet that i didn't need.

I do have one more question, this might be something I am missing but I'm not sure. When you create an event, you can choose a condition that includes items existing but it only seems to let me choose 1 of a specific item. Is it possible to choose multiple items of the same type ie: the event kicks in when the player has 5x potions??
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
I do have one more question, this might be something I am missing but I'm not sure. When you create an event, you can choose a condition that includes items existing but it only seems to let me choose 1 of a specific item. Is it possible to choose multiple items of the same type ie: the event kicks in when the player has 5x potions??
next time, please make a new topic for a new question and report the solved question to be closed


The conditions only allow for checking if the item exists in inventory, not for how many in inventory.


However, you can use a conditional branch to check for values in the events.


Some basic conditions are directly available in the conditional branches, for others you use a control variable command to load the game data into the variable, and then check the variable in the conditional branch.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,061
Members
137,575
Latest member
akekaphol101
Top