Loot and few questions about tiles

Eldrethalas

Villager
Member
Joined
Jun 4, 2014
Messages
17
Reaction score
0
First Language
English
Primarily Uses
Hello there! I've been starting to work on a game and on video I've watched someone clicked on chest and the chest opened with item jumping out of it. Just wonder who he did all of that ? It is possible to make animated loot from other stuff like barrels and boxes ?

Something with tiles get me really overwhelmed. A lot of times people say tile A or tile B and there are stuff which you can do with tile A but can't with tile B. Something else is there a need to choose if a tlle should be A or B. Can someone please explain this to me ?
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I would assume if the video was made to showcase that technique, he would have explained how he did it. Got a link?


For tiles, yes, there is a VERY big difference in the tiles. Take a look at the help file (F1) and go to RPG Maker VX Ace > Reference Material > Resource Standards > Tilesets.


Tile A is actually made up of up to 5 images, each one a different size and formatted in a different way.


What goes on each of these 5 images depends on whether you're making a tileset for a world map, exterior, interior or dungeon. If you look at the tilesets tab, it will tell you that A1 is animation, A2 is ground, A3 is buildings, A4 is walls, and A5 is "normal". A1-A4 are all autotiles - what you see on the tileset image is quite different to what you see when you draw it on the map. These are designed to reshape/redraw themselves as you use them, to blend together nicely. A5 is not an autotile, but is also for tiles you want to be on the ground layer and might want multiples of them together.


Tiles B - E are all the same size and shape, and all behave the same way - they are the upper layer, and will be drawn over/above the ground tiles.
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
1) yes, but depending on how it's done you either need a script or a lot of animations in the database to be called by the scripts.


2) A, B, C etc are the slots and sorting of tiles in the editor, and the A-Tiles are the autotiles for the lowest level (ground/walls), while B to E are tiles for objects that are placed on the ground or on the walls.


The A tiles are Autotiles to help you fill large areas of the ground fast - something you usually don't do with decorations that are placed singly from B to E sheets.


Mapping isn't difficult, but you can NEVER learn it from watching videos, you can only learn it from doing maps.


Just start with the official tutorials and you'll get the hang with mapping fast - follow the link in my signature if you don't know where to find them.
 

Eldrethalas

Villager
Member
Joined
Jun 4, 2014
Messages
17
Reaction score
0
First Language
English
Primarily Uses
I would assume if the video was made to showcase that technique, he would have explained how he did it. Got a link?For tiles, yes, there is a VERY big difference in the tiles. Take a look at the help file (F1) and go to RPG Maker VX Ace > Reference Material > Resource Standards > Tilesets.Tile A is actually made up of up to 5 images, each one a different size and formatted in a different way.What goes on each of these 5 images depends on whether you're making a tileset for a world map, exterior, interior or dungeon. If you look at the tilesets tab, it will tell you that A1 is animation, A2 is ground, A3 is buildings, A4 is walls, and A5 is "normal". A1-A4 are all autotiles - what you see on the tileset image is quite different to what you see when you draw it on the map. These are designed to reshape/redraw themselves as you use them, to blend together nicely. A5 is not an autotile, but is also for tiles you want to be on the ground layer and might want multiples of them together.Tiles B - E are all the same size and shape, and all behave the same way - they are the upper layer, and will be drawn over/above the ground tiles.
1) yes, but depending on how it's done you either need a script or a lot of animations in the database to be called by the scripts.2) A, B, C etc are the slots and sorting of tiles in the editor, and the A-Tiles are the autotiles for the lowest level (ground/walls), while B to E are tiles for objects that are placed on the ground or on the walls.The A tiles are Autotiles to help you fill large areas of the ground fast - something you usually don't do with decorations that are placed singly from B to E sheets.Mapping isn't difficult, but you can NEVER learn it from watching videos, you can only learn it from doing maps.Just start with the official tutorials and you'll get the hang with mapping fast - follow the link in my signature if you don't know where to find them.
Thanks a lot for help! But in the video he doesn't explain or give any link how he did that. It was during a gameplay about something else but this is really cool thing to do because my game will be much on loot. Any idea how to do it ? (with no scripts ?)About the tiles, I've been messing around and tried to make a table on some interior map but all around the table was blue. It is what you guys mean with tiles which isn't fit with other tiles ?

And tiles which isn't fit can do problems/errors with events ?
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I imagine you could do it by having a blank event on every map, then in your chest event after opening the chest, you do a Set Event Location to place the blank event on the same tile as the chest, a Set Move Route to change the event's graphic then move it up and fade it out. Only non-script way I can think of. You might have to use a script anyway, to give you fine control over changing the event's graphic (the command only lets you choose a group, not an individual - as if you're changing all directions/frames of a single character rather than a single item).


For the tiles - sounds like you've created an A tile (maybe A2?) but you haven't filled the whole 32x32 tile with it. A tiles MUST all fill the 32x32 square, except for some on the right of the A2 sheet. Anything that doesn't needs to go on the B-E tiles, so the "ground" will still show behind it. To be more certain, can you provide a screenshot of the editor, showing the table tile you used in the palette on the left, and what it looks like when you use it in the map on the right?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
About the tiles, I've been messing around and tried to make a table on some interior map but all around the table was blue. It is what you guys mean with tiles which isn't fit with other tiles ?
A table is something that is placed on the ground, it doesn't levitate on nothing - for that reason all table grafics are decorations that have to go to the B to E slots.
A slots are mostly for tiles that fill the entire ground (the few exeptions are really advanced mapping and tiling), so you can't place something in the A tiles that doesn't fill the entire 32x32 ground.


Decorations and furniture always go to the B to E slots.
 

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

Latest Threads

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
1,017,062
Members
137,575
Latest member
akekaphol101
Top