Best practices for tile sets in MV

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Here's my understanding so far about tile sets. Hope you guys can confirm or correct my take.

Each tile set in the database is made up of sub sets A through E. Each map can use a single tile set.

So, if I want access to more tiles in a map than I have in the sub sets, the best way to do this would be to append the tiles to one of the images used for the sub set or create a new image that's a combination of sub sets, so that I can free up sub set slots?

Also, with that in mind, is there a point where the file sizes for the tile images begin to bog down a game? Like, what's a reasonable number of tiles a smart developer sticks with? 
 

Kes

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You cannot have bigger tiles sheets than the default dimensions , so you cannot make a tile sheet bigger.

If you want tiles that are not in your existing tileset, then look to see what tiles you are not using in that set for that map. Then make a new tile set for that map with only the tiles you need. Use the newly emptied spaces for other tiles. You can, if you want have a unique tile set for every map, though I would be surprised if that were necessary. My last game had over 300 maps, but only 40 tile sets.

Having that many did not cause lag.
 

Mouser

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I'll toss this out for you as well - Two maps can use two different tilesets consisting of the exact same tiles (A-E).

You can copy/pasta a tileset to another line in the database.

Why would you want to do that? Passability.  Those settings are tileset (as defined in the database) specific. So if you want something to be set to *star* passability on one map, but not another, that's the easiest and cleanest way to do it, rather than going though and adding events that may not need to be there. You can set up things like climbing a bookcase or puzzles and loads of other things this way.
 

Speznat

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And if i want more then the normal, for example like double the size. How can i do that
 

Matombo

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double the size of the tileset or of the tiles?


for tilesets you onyl have the A and the B-E tiles (so 1 special and 4 standart sets) (which is a lot of distinct tiles if you brak it down if you replace every tile you don't use and only have tiles you use in there)


for for different tile sizes (32 64 96 etc) there is a script that came with the preorder, don't know if it's released elswhere already, and to explain it in here would be a bit to much.


There is a you tube video for that in the rpg maker channel on how to convert a vx ace project, where this script is used, there its used for smaller tiles but can be also the other way around.
 

DoctorMolotov

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You cannot have bigger tiles sheets than the default dimensions , so you cannot make a tile sheet bigger.

If you want tiles that are not in your existing tileset, then look to see what tiles you are not using in that set for that map. Then make a new tile set for that map with only the tiles you need. Use the newly emptied spaces for other tiles. You can, if you want have a unique tile set for every map, though I would be surprised if that were necessary. My last game had over 300 maps, but only 40 tile sets.

Having that many did not cause lag.
300?!?!? You're a mad man/woman!

That aside, I need to practice making tilesheet edits. I'm sure there is a thread somewhere on the best way to do that :)
 

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