Today I’ll tackle shorter questions in a bunch that don’t warrant their own “full” article.
So,
Krokon asked:
I just brought the futuristic tiles and wanna make the best of them, but don't know how to properly use some of them. I wanna try
to make a proper city and house as well. Any chance of a tutorial of these tiles getting made?
This is not really something I can help much with. Seems to me that the main problem you could have is lack of practice with the set.
If anything, try to star by understanding every tile. Use them a bit and see what works and what doesn’t, what each tile is supposed to be, where it’s supposed to be placed, etc.
Usage-wise it isn’t that different from the RTP, so outside of that and changing some structural setting things (in modern times (and possibly futuristic) cities rarely have slanted houses, buildings are box shaped and usually clustered together, etc).Furthermore, with modern settings you can simply look at simple reference as photography and try to draw inspiration from that.
So yeah, I’d say just get used to the new tiles by practicing. That’s what every new set is like. (The Japanese samurai set is the same, it requires you get used to the tiles a bit, but it does not have much complications otherwise).
Next,
pxlgraphic asked:
I've always wondered how everyone else makes tall grass/paths/water/other ground auto tiles better than me. Do you have a specific technique or order you do them in to make it look natural? I think I need to work on this.
The “technique” is to be random with nature, to a point. There are very simple steps:
1- Make the entire base of the terrain (cliffs included).
2- Put down any important roads you may need to guide the player.
3- Decorate around that base.
Decoration can be extra dirt roads, grass, etc. I do not recommend you add water after the fact, and you should probably put the main water areas in with the structures (you can still jag the edges and polish it later.
There is not much else to say. When using a grass or ground décor, just try to stay away from overly organized shapes (such as perfect squares or long straight lines with no variations) or too orderly.
Also try not to drown out the ground, as decorations tend to signal “no go” areas to players: clean roads (or dirt areas) are a good signal to the player of “you can walk this way”, so leave enough spaces clean to let the player know that’s an area he can walk on, specially if it’s supposed to be a more or less “used” road (wild forest roads and trails or secret roads can deviate from this, of course).
It also helps to “wiggle” your mouse (or tablet pen, whatever you use) a bit when drawing with grass and decorative tiles. Not a lot, because you’ll pain over spaces you were not supposed to, but it helps to have a slight random element to the drawing. You can also just delete it if necessary or adjust as needed.
It seems the whole ground decoration seems to be a largely stylistic thing, so I can’t really tell you what’s just “right”. I can say just go with what feels right for your game, and just stay away from ridiculous orderly shapes in nature.
Next,
Ari asked about world maps, and after Luna’s response (that I think covers all I could say) she asked:
1) Is there any quick tips or tricks to photoshopping the trees, mnts and other landscape elements from the RTP - or is it just literally a "cut and paste and group" by hand process? (A bit daunting if it is)
2) I'm really struggling with path making - not being much of a pixel artist probably has a lot to do with it - but could anyone point me to some tutorials or offer hints/tips on how to get a less..erm..."icky" looking path? The map is a teleporter/overview - not a walking map anyway, so its mostly for asthetics
3) Probably a game mechanics or eventing question, but is it possible to only reload bits and pieces of the map after certain conditions are met, or must it be a whole new "map" graphic each time? (Hope I framed that question well enough)
I’m afraid these have little to do with editor mapping. I can’t really say much on how to do things in photoshop, since the most I do is edit tiles and not parallax much.
1- I’m not sure. The clone tool will still require you to manually stamp each copy, so…
2- Jag those roads a bit. They are far, FAR, too straight, and in fact, very wide. I’d try to thin them out a bit, and use the jitter function on the brush you’re using. (It will jag the lines even if you draw a straight line).
3- Eventing is not something I’m good in, so no idea :x
Another small question.
zerophase asked:
How would I map objects to the center of objects? I'm trying to pull off an effect similar to this image.
scienceThing.JPG
I'm guessing I have to split the image on top of the pillar into 2 tiles, or is there another way of doing it?
That is not an editor function but a tile.
Usually it would require you to open the tiles image with a graphic editor such as Gimp or Photoshop and edit the tile yourself by rearranging the elements you want.
If you wanted to do a similar thing to that with the editor, you’d have to make the surface you wanted to put things on an A tile and the object a B tile (so they’re on different layers and don’t overwrite each other), or place an event with the objects as a sprite.
Honestly your question’s a bit vague, so if you need further help you should specify some more.
Next,
alexander Amnell asked:
Right now I'm in the middle of trying to create a woodland style area for my game. It basically is composed of: A southern starting area that leads to a manor house in the center of the woods and a trail leading from
the manor to a nearby village that is at the edge of the woods. My biggest problem is that the map just looks to open, or else I try to hard to close it off and it stops looking like a woods and looks more like a dungeon with trees in it. I can't seem to make anything that looks at all realistic in that regard, any advice.
I can’t really help you with making your specific map, but I can say this: I usually dislike the tree tiles in the B sheet as forest limits. They look too open. I’d recommend using a hard border with black or negative space, such as the tree autotile in A4.
Long story short: Autotile trees tend to make a better job of making “closed” spaces, since the black blocks off view and makes the image darker and more enclosed. B tile trees are better for open spaces such a plains or open mountains, or simply to decorate other forests.
This works for everything outside of forests too: having a pitch black (or simply a dark flat colour) as negative space instead of a fill out of tile with color and detail works better to make maps feel darker and closed-in, and also helps focus the player on the areas he can go instead of distracting them with the areas “outside” the map. (You can see the tree autotile in action in the very first tutorial, the Spooky Forest one).
Also, do no, NOT, NOOOOOOT make the forest a big sprawling mess, especially when it comes to the size of the roads. Try to focus on what you NEED, maybe add some extra little areas, and that’s it. Nobody likes walking around bare, empty spaces with nothing to do.
And that’s it for advice! Next, a few extra queries to people who asked stuff…
Fatalfungus asked:
Hey all. Looking for some ideas/inspiration to create an arena area using VX Ace stock tiles and the like. Think like a smaller version of the Roman Colosseum. It's gonna be a major area for a portion of the game, so I want it to be immersive enough, but It keeps ending up looking bland and basically not that great.
You’ll have to help a bit here, as just an “arena” is not much to go by. What is it supposed to hold? How many facilities? Shops? Do people live there? Is it in a city interior or apart from it on the country? Is it a dangerous place or a government controlled one?
More details needed, overall.
Light487 asked:
Anyway, on to my question... it may seem silly to others but I really have a hard time building believable and good looking buildings. Not the internal space, I have no trouble with that.. I have difficulty making multi-story houses, different shaped buildings and so on that fit with an area. The best I can manage to do is a L-shape house or a house that is bigger than another.. and any time I try to make a house that is multi-story it ends up looking very strange and flat rather than tall etc
So I was hoping you might do a pictorial, step-by-step of building a more complex building.. like maybe an estate or mansion, with multiple stories.. showing how to construct it and the order it is most efficient to build it in etc.
I do not thing I will do something as work intensive as a step by step guide with pictures here. In all my tutorials I assume you know how to make the editor work, so at most I may post examples of possible shapes :x
I’ll try to put some examples in the future, but for this I have the simpler advice of just visiting the screenshot section.
I will admit myself I am not that awesome at making buildings, but some people seem to have a knack for it. Just browsing around the game screenshots topic will probably yield some pretty nice references (not all of them will be good, of course, but there are many worth it).
And that’s it! I will try (emphasis on TRY) to tackle the Black Space maps next time, but no promises there. I readily admit I have not much experience with them. We shall see.