Have some new tilesets and want to add them to the game I am making but..

CommodoreBlitz

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Have some new tilesets and want to add them to the game I am making but..

though I can import them, I want to add them to maps that are already made, but when I try it messes up the current map..

Basically I want to add the new tiles to the 20+ maps I have already made but i can't figure out how with out remaking the maps...

I think What I am trying to say is in the database they have A-E can you add more past E meaning a F, G, H etc tileset to a map? A city I am building uses parts of A-E tilesets, but to finish it I need to add more tilesets is there a way to do this?
 

Andar

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Have some new tilesets and want to add them to the game I am making but..

though I can import them, I want to add them to maps that are already made, but when I try it messes up the current map..

Basically I want to add the new tiles to the 20+ maps I have already made but i can't figure out how with out remaking the maps...

I think What I am trying to say is in the database they have A-E can you add more past E meaning a F, G, H etc tileset to a map? A city I am building uses parts of A-E tilesets, but to finish it I need to add more tilesets is there a way to do this?
No, you're limited to the existing slots. if those are all filled, then it becomes complicated...

Option 1: (best, but only possible for future maps):

Make a new tileset and "frankentile" the pictures together. That means opening all tilesheets in a graphic program and copy together those parts you want to use, resulting in a new tilesheet with parts copied from different other tilesheets

Option 2: (very difficult and error-prone)

If the map already exists, changing a tilesheet risks changing all graphics of that map.

To prevent that you first have to identify which parts of a tilesheet have been used and which tiles have not been used yet.

Then you can use a graphics program to exchange the unused tiles only - every tile already used has to stay in the exact position it already is in.

If you make no mistake, you can then exchange the old tilesheet against the new one without messing up the map.

If there is a changed tile that was used before, then that tile will be changed all over the existing map.
 

CommodoreBlitz

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hmm,

Well this is for a commercial game...(still a lot of work to do) Good I found this out before I had already made any more maps... (thought I would be able to easily add in the custom art tile sets....as I have kept working on the game while waiting for the art to be created...tilesets and other art)  Whats a good art program for editing or combining the tile sets?
 

Shaz

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Anything that allows transparency. Layers is a bonus that makes things easy.


Photoshop


GIMP


Paint.NET
 

CommodoreBlitz

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thanks I'll look into them,

Got a class in Photoshop next month in my Game design AA degree program at  UAT, so perhaps I'll get a free copy of it...

Have not really used Photoshop myself before...up to now I have mainly used ms paint for most things...

I have all the original tile sets the come with the base game editor, I also recently bought all the tilesets from Steam as they had a very good sale...and now some of my team's (well 5 people 2 artists) art is starting to trickling in we have even more tile sets to use...

This game is starting to be a much bigger project then I original envisioned it to be...Though I would be done in June, now it looks like Jan 2014 if were lucky...

Already have around 200+ npc  for example , 5 towns and one city larger then the other 5 towns combined....a lot more work then I thought it would be getting a game finished...
 

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I would like to recommend a strategy for editing existing tile sets.

Look through each tile set for tiles you feel confident that you are not using. Then edit those slots in the most garish orange or day-glo red you can pick. Reimport the tile set.

If any of the slots you thought were unused are on your maps, they will be easily spotted now.

Then when you have checked all of the maps you can edit in the new tiles you want to add.

Always works for me.
 

CommodoreBlitz

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I made a test image...using Gimp I tried it in the editor but I can only see a little part of the tiles....

What I tried doing was to combine all the Default Dungeon tile sets into one...

 

Andar

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I made a test image...using Gimp I tried it in the editor but I can only see a little part of the tiles....

What I tried doing was to combine all the Default Dungeon tile sets into one...
That will never work.

Tilesets consist of tilesheets and are "assembled" in the editor, not outside of it.

There are six different formats for those tilesheets, resulting in the different whidth and height of the tilesheets, and those formats are fixed - you cannot make them bigger.

Making a large picture of several tilesheets might help you in planning, but that combination cannot be used in the editor.

If a picture is larger than the tilesheet needed, then everything larger will be cut away when assembling the tileset in the editor.
 

Shaz

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You can export the RTP tilesets and edit them to change their contents, but the size of the image is fixed - you cannot make it bigger or smaller. The editor expects exactly those dimensions, and exactly those formats for each tile.
 

CommodoreBlitz

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I am not really trying to re-size the images...

The editor has a scroll bar, I just want all the tiles in one file which I can scroll down and pick the tiles from it, from that way I can have more spots open for more tile sets...

If I can keep them the original sizes it should work. Basically only the length of the tileset is changed not the width.

What are the max width of a tile set? So I know the max to use in the editor?
 

Shaz

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No - you cannot change the width OR the length.


With RMXP, you could change the length of the tileset and add as many tiles as you wanted. This is not the case with either VX or VX Ace. The tile images are a fixed size, both horizontally AND vertically. And they are not all the same - A1, A2, A3, A4, A5 and B-E are almost all different in how many tiles they have.


Check the resource specifications in the help file for the exact details of each tile, or, as I said, export the RTP ones. The space they give you is the space you are limited to.
 

Celianna

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Ellipses aren't periods, just do you know.


Tileset sizes CANNOT be changed. This is not XP, this is Ace. All tilesets are a fixed width, with the exception of the iconset, which can be increased in length (in increments of 24 pixels). Everything else stays the same. Each tileset has a very specific purpose as well (when it comes to the autotiles), and even the placement of the tiles in that sheet matter because they will behave differently. Ace is very rigid, and what you're attempting to do just won't ever work, so stop it.


You can import more tilesets into your project, but you're still always limited to a full TileA1-TileA5 through TileB-TileE for each map you create. Luckily you can assemble a full 'tileset' combining the sheets you need for a specific map in the database (tilesets).
 

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