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Modern Exterior TileSet Philosophy and TileSet Introduction
BETA VERSION
by GrandmaDeb
BETA VERSION
by GrandmaDeb


First of all, I have done my best, but really if you want first class stuff, check out Celianna's Futuristic Tiles
http://pixanna.nl/products/futuristic-tiles/
and Lunarea's Modern Tiles
http://www.rpgmakerweb.com/a/graphics/modern-day-tiles-resource-pack
My ideas are shared here so you can understand the way I have organized my resources and the maps I am trying to make. =] Hope it helps.
Features of the Resources/ Suggested Mapping Approach:
* Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. They are High Rise, Old Towne, Industrial/Commercial, and Suburban.
*Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. Industrial areas may have boggy run-off areas. Suburban areas could have creeks. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city.
TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles.
TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. (not passible via boats – if )
*Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. On the world map, a 32x32 (or slightly larger) vehicle may be used.
As you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. But a smaller vehicle would be needed on a world map. (Pictures courtesy of Nanikasira TKool)
Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. Airplane/bus/subway travel could either be on the world map in a vehicle, or in a map used in a common event showing passengers seated on the airplane, etc.
*RTP Style? – While I have tried to keep my materials in an RTP style, it seems to me that part of the RTP style is tied up in the setting it represents – mostly pre-industrial and largely medieval. Big old blocks of stone make sense for that time period, but not now. Modern materials are less textured (look at some concrete walls, or adobe (in the South) or the manufactured trims and coatings. Modern homes may have multiple exterior materials (concrete foundation, siding, stone and brick all on one house!)
Modern homes have lots of broken roof lines (reverse gables) with tons of stuff like pipes and satellite dishes on roofs. There are small enclosures and equipment on the roof of commercial building.
And although RTP walls usually have heavy edges (big wooden beams, pillars, different colored bricks) I just cannot get over the fact that very few modern homes have accents like this (except ones with siding.) So I skirted that RTP style element a bit. I claim poetic license. =]
*Doors are preferred to be One and a half tiles high, but okay we can find other sizes too. =] But I think the 1 ½ size works best.
* Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. They are High Rise, Old Towne, Industrial/Commercial, and Suburban.
*Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. Industrial areas may have boggy run-off areas. Suburban areas could have creeks. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city.
TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles.
TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. (not passible via boats – if )
*Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. On the world map, a 32x32 (or slightly larger) vehicle may be used.
As you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. But a smaller vehicle would be needed on a world map. (Pictures courtesy of Nanikasira TKool)
Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. Airplane/bus/subway travel could either be on the world map in a vehicle, or in a map used in a common event showing passengers seated on the airplane, etc.
*RTP Style? – While I have tried to keep my materials in an RTP style, it seems to me that part of the RTP style is tied up in the setting it represents – mostly pre-industrial and largely medieval. Big old blocks of stone make sense for that time period, but not now. Modern materials are less textured (look at some concrete walls, or adobe (in the South) or the manufactured trims and coatings. Modern homes may have multiple exterior materials (concrete foundation, siding, stone and brick all on one house!)
Modern homes have lots of broken roof lines (reverse gables) with tons of stuff like pipes and satellite dishes on roofs. There are small enclosures and equipment on the roof of commercial building.
And although RTP walls usually have heavy edges (big wooden beams, pillars, different colored bricks) I just cannot get over the fact that very few modern homes have accents like this (except ones with siding.) So I skirted that RTP style element a bit. I claim poetic license. =]
*Doors are preferred to be One and a half tiles high, but okay we can find other sizes too. =] But I think the 1 ½ size works best.
Credits, Terms, and Thanks
Special thanks to many friends who offered continuing help, encouragement and support, sometimes at just the right time.
Artists I used for direct inspiration:
Nomico's A2 floors
Nyanko Temple's A1 tile edits
TileA1 Credits and Terms: Non-Commercial Use Only - Credit Enterbrain, GrandmaDeb (edit from Ace RTP)
TileA2 Credits and Terms: Non-Commercial Use Only - Credit CyangMou, TerraChan, Candacis, IceDragon, GrandmaDeb, Enterbrain
CyangMou's original grass, with flowers, fence, shade/dirty effects
TerraChan's bog and long grass RTP edits
Candacis' fence
IceDragon's grey stone streets
Filled in with Mack and RTP - if you need a set without EB credit, let me know.
TileA3 Credits and Terms: Non-Commercial Use Only - GrandmaDeb
with thanks to many community members for encouragement, support, and C&C
If you seriously want to go commercial with my tiles, PM me. But really, get Cel's and Lunarea's stuff.
TileA4 Credits and Terms: Non-Commercial Use Only - GrandmaDeb (except top left three roof RTP edits cr enterbrain)
with thanks to many community members for encouragement, support, and C&C
If you seriously want to go commercial with my tiles, PM me. But really, get Cel's and Lunarea's stuff.
TileA5 Credits and Terms: Non-Commercial Use Only - Aindra, GrandmaDeb (only for steps edits)
Artists I used for direct inspiration:
Nomico's A2 floors
Nyanko Temple's A1 tile edits
TileA1 Credits and Terms: Non-Commercial Use Only - Credit Enterbrain, GrandmaDeb (edit from Ace RTP)
TileA2 Credits and Terms: Non-Commercial Use Only - Credit CyangMou, TerraChan, Candacis, IceDragon, GrandmaDeb, Enterbrain
CyangMou's original grass, with flowers, fence, shade/dirty effects
TerraChan's bog and long grass RTP edits
Candacis' fence
IceDragon's grey stone streets
Filled in with Mack and RTP - if you need a set without EB credit, let me know.
TileA3 Credits and Terms: Non-Commercial Use Only - GrandmaDeb
with thanks to many community members for encouragement, support, and C&C
If you seriously want to go commercial with my tiles, PM me. But really, get Cel's and Lunarea's stuff.
TileA4 Credits and Terms: Non-Commercial Use Only - GrandmaDeb (except top left three roof RTP edits cr enterbrain)
with thanks to many community members for encouragement, support, and C&C
If you seriously want to go commercial with my tiles, PM me. But really, get Cel's and Lunarea's stuff.
TileA5 Credits and Terms: Non-Commercial Use Only - Aindra, GrandmaDeb (only for steps edits)
TileA1

TileA2

TileA3

TileA4

TileA5

TileB
Credit IceDragon, Lizzy, CardboardWarehouse, Ying, EB (links below)
My other TileB stuff is in heavy editing right now. =]

For TileC and TileD use PandaMaru's Street tiles with decor as desired added in the open slots
(you will want more good windows in there)
For TileE use Candacis' presets or Asato's Vehicles (if you want to use them for mapping not events)
In characters folder add Lunarea's and Celianna's doors, as well as ~RYU~'s lights.
ADDITIONAL MATERIALS
Windows:
Candacis' Fantasy Windows
Celianna's TileC has ten great windows
Leila's Modern Exteriors TileB windows
Nomico's two super windows
Asato's Old towne windows and large exterior windows with flower boxes (doesn't fit in all walls very well)
Lizzy - choose "map" for windows
Crazy Leen's VXAce Windows
Lunarea has windows under Simple town, market town and blue town
Doors:
Celianna's Doors
Lunarea's Door
Ayene's Two tile high doos
Caitlyn's industrial Doors (under free only characters)
Bougainvillea's modern elevator and suburban doors (second set of links, image 1 and 6)
Kazzador's one and a half tile high edits of RTP doors
~RYU~'s modern doors
RTP and Mack edits of One and a half tile Modern Doors
Tile A1, A2, A3, A4
PandaMaru's A2 roads
Nomico's temple's A3 brick wall, and monument wall
Liberty's Brick and Monument/Bank wall RTP edits
Leila's Modern Exteriors TileA2,A3,A4,A5
Painhurt's selection of Mack and RTP TileA3 edits and source list
Kururumilk's Modern Streets and Signs
Roofs:
Candacis' Mack Roof Edits
junkHunt roof generator (use rooves 2,5,9 and 10 - be sure ten looks like aluminum not wood!)
Other Exterior Accents:
PandaMaru's playground, signs, (unanimated) doors, preset bank, and two nearly full sheets of street decor (signs, fire hydrant, lovely street lamps)
Ayene's playground pieces
Leila's Shop Signs (one for Granny's Shop! You can sell ceramic "tiles" get it?? haha) and Leila's Modern Exteriors TileB - shop windows, exterior windows, dumpster, trees, flower boxes,(planters) street signs, streetlights, cafe table
Nomico's Industrial barrels
IceDragon's industrial fans
Kalez' industrial fans with wind graphics
Caitlyn has neon signs and more doors (and some possible garage doors) under characters
Cardboard Warehouse small round accents
Lizzy - choose "map" for hanging baskets, bird baths flower barrels
QuizzicalGin's lovely wooden bench (look at the bottom of the hospital edits)
Lunarea's Signs in market add-ons
Syrubis' Signs (look most modern heavily desaturated)
Modern Exterior Vehicles for RPG Maker VX/Ace: Mini sections of the Modern and Futuristic Resources List
Also:
X-Hawks's Industrial Floors and Windows
~RYU~'s Industrial metal stairs and towers
~RYU~'s city trees
~RYU~'s modern lights
Hira's extensive pixel style modern resources with plenty of presets and mpre vx-style materials as well extesive modern street and commercial signs, A5 tiles, modern windows and walls
Asato's continuing Modern Collection
Apapapan's small crates and access doors to use on roofs
Granny's Signs
Special Help from Candacis - Presets with her loveley Mack roof edits

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