Mapping in five easy steps

Discussion in 'RMVX Ace Tutorials' started by Indrah, Mar 6, 2012.

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  1. ingram23

    ingram23 Warper

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    hello, how do I make building just like the right one?

    the left one was made by me

    its always end up like that

    btw, that building is from the sample map vxace "desert town"

    much appreciated for the help

    [​IMG]
     
    #41
  2. RyanA

    RyanA Happy Cat

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    That's shifting :3 You hold down shift and use right mouse on a tile or drag to select tiles, then while still holding the right mouse, right click. This ignores any auto tiles and places exactly what you've selected :3
     
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  3. ingram23

    ingram23 Warper

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    [​IMG]

    awesome :3

    its exactly the same too

    took a while for me to guess that you actually need two building and combine them over using shift button

    thanks man. you've been great help
     
    Last edited by a moderator: Jan 12, 2013
    #43
  4. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon

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    i have a new question how would i go about adding shadow to rooftiles if a building has a smaller second floor then the first floor (basicly like the picture above)
     
    #44
  5. Indrah

    Indrah Megane Berserker

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    The shadow tool? -.- All shadows are made and erased manually with it.
     
    #45
  6. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon

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    well i know that but when i make on building, then put on on top of it, it wont let me put shadow on the roof tiles
     
    #46
  7. Indrah

    Indrah Megane Berserker

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    Are you using the slanted roofs in B-E sheets? THe shadow tool always goes UNDER the B-E tiles (it's annoyign that way).

    Either make a duplicate of the roof in A5, or make a B-E tile duplicate with the shadow.
     
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  8. JBGargamel

    JBGargamel Warper

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    ... I still don't have 'shiftng' right.  Nor am I clear on what A2-A5 are/do.  But anyway.. I used RMXP about 4 years ago and loved it.  VXAce has a few conveniences, but it's so darn blocky!  My biggest concer so far is that a player can't walk along the South wall in a map.  I was able to do this easily in XP, but I neither have the right graphic or understand how to make it an event so that a player can walk along the south wall of any map (building, wall, cliff, whatever).. with their head still visible (like the top two tree tiles, character walks behind/under them).   SURELY this has been an issue for someone else.. ?
     
    Last edited by a moderator: Feb 6, 2013
    #48
  9. Indrah

    Indrah Megane Berserker

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    XP references are lost on me completely, I barely touched it and never got anywhere enough to remember anything now.

    SInce your message is rather convulted (at least I don't undertsand it) you'll have to elaborate a bit: What do you want to do, and what is the problem? If you can also provide screenshots, all the better.
     
    #49
  10. Shaz

    Shaz Veteran

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    'Shifting' allows you to make changes in autotile areas without affecting the autotiles (since EVERY A tile you put down affects the autotiles around it, and the ones around them ...).  Basically, if you place a tile without holding down the shift and it messes things up, undo your change.  Go to an area of the map that's yet to be mapped, and draw out your new tiles the way you want them to be.  Then hold shift, right click and drag to select the tiles you want to place (it must be in a square/rectangle - any blank areas will also overwrite what's already there), then go to where you want to place them, hold down the shift key, and left-click.  Shift basically tells Ace to put down the tile without affecting the autotiles around it.

    Now, your walking on the south wall issue ... can't be done in Ace using the default tiles.  You would have to add the "top of wall" tiles to any of your B-E tilesets, make them impassable at the bottom, and set the priority to appear over the player.
     
    #50
  11. GrandmaDeb

    GrandmaDeb Modern Exteriors Posted!

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    Indrah, dear, I love this tut, and benefit from it myself as well as recommend it to others. But I was wondering.....

    [​IMG]

    Am I understanding this picture incorrectly?

    Is the back wall shorter than the front wall?

    My students are reading your stuff and benefiting from it, so thank you ever so much!

    (((hugs)))
     
    #51
  12. Indrah

    Indrah Megane Berserker

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    Rofl no, that pic was done without much attention and I never noticed. The wall connected to the floor on the sides is too long XD (theres also some hideous typos in there, but I never got around to correcting it.Too muchj work as it is on my plate OTL)

    tl;dr yes it's a mistake.
     
    Last edited by a moderator: Sep 6, 2013
    #52
  13. PrinnyLink

    PrinnyLink The prinny

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    Wow this really great  and  helpfull  but  im current working with my wall and ever  seem  have issue of use the Ledge as the top of my  walls on th  top wall and side and bottom but im not sure  if that  what  the  Ledge is used  for im incuding a exmaple hier caus use soem  helpfully feed back  please.

    well i wouldf if  could  post  a imgae :S
     
    #53
  14. UltimateFanBoy

    UltimateFanBoy Procrastinating Developer

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    Great.
     
    #54
  15. whitesphere

    whitesphere Veteran

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    This is an excellent tutorial and I'm sure it will help with my map construction.

    I would add some pointers which help me with game design:

    If you're using a story-driven game, it can really help to write down an outline of the plot, with listing of the key places, characters, etc.  This can ensure your game flows consistently from area to area.

    Basically, I threw away my first game because it had a lot of good ideas, but nothing to tie them all together. And the ideas themselves had so little in common that I couldn't cobble a story out of them.

    And, as the author mentions, it's really helpful to plan out your map areas beforehand.  When I failed to do this, the maps I made were chaotic.

    Maps are really crucial for these RPGs.  They are much more than just backdrop --- I think the map is the most important layer of the entire story.  Why?  I think it creates the entire world out of NPC conversations, tasks and combat.  Think of, say, Final Fantasy IV or Chrono Trigger having all of its action take place on featureless, one color screens and you'll see what I mean.

    So a well done map like the fine examples the author did, creates the world where everything else happens.  Thank you for the tutorial.
     
    #55
  16. Indrah

    Indrah Megane Berserker

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    Fixed broken images. They went down at some point with the host.
     
    #56
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  17. 666 games owner (blu)

    666 games owner (blu) Gdogg251

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    Nice, this really helped. I myself am making a video game using RPG MAKER VX.ACE.
    Btw what is Rootbound?
     
    #57
  18. Tsukitsune

    Tsukitsune Veteran

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    Glad you put the images back up, I link back to this thread every now and then when people ask me about map design.
     
    #58
  19. animaksiat

    animaksiat RMMV learner

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    i wonder if im allowed to necro this thread... i had a problem with mapping, i want to make the building on the right using macks tileset.

    but always ended up like the left one, i wonder where did i do wrong?

    [​IMG]

    as you can see, the wall ended up with too many pillar tiles. while the rooftop got somehow cut off...
     
    #59
  20. Indrah

    Indrah Megane Berserker

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    Sure, I'm still available so comments aren't a problem.
    I'm guessing you're using ACE? Seems to me you have two issues: SHIFT mapping for the WALLS and trying to place 2 B-E tiles in the same spot.
    1-Shift mapping is when you use shift to both copy and paste a tile EXACTLY as is. This ignores the autotile formatting and is used for fiddly detail. There's guides around here (pretty sure Liberty made a tutorial video), so check them out. If you are NOT using shift, the A tiles will auto-format themselves if they can, and in this case, walls of different heights will act like different buildings and mark the edges.
    2-ACE does NOT allow you to put two different tiles from the B-E sheets in one space. On the right, the roof under the belltower is a base A1-5 tile, while the tower itself is a B-E decoration tile. Since ACE does not allow 2 B-E tiles in one space, you'll either have to use a A tile like in the right, or use an event to work as the second layer you need.

    The Mack roofs are rather tricky to use as is, so I'd recommend making a customised tilesheet with the exact roof types you want to avoid problems, especially if your mapping is still a bit shaky. Assemble the bits you need beforehand in a graphic editor like GIMP or Photoshop and paste the result on your tiles to use as is. Can be a lifesaver for complex bits.

    If still learning, you may want to lean away from fiddly assembly bits and stick to more basic shapes to learn. The MACK roofs in particular are very hard to use at a glance since it's full of multiple pieces that are hard to identify.
     
    #60
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