Setting tiles closer together

MATATAT

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I just started using RPG Maker VX Ace. Bought it a while ago with a couple tile sets and decided I was gonna start making a small game. I got the tiles all set up and made a couple maps so far but one thing I can't really figure out is how to do half steps (or more fine grained placement) with tiles.

More specifically I'm trying to figure out how to position stuff similarly to the images for the tile set. For example:

https://s3-ap-northeast-1.amazonaws.com/rpgmaker.assets/product_sale_images/images/medium/Inner-Example.png?1341803656

http://store.steampowered.com/app/229752/

(Check the indoor examples)

So if you look at some of the tiles in the images they are able to sit right next to each other but when I imported them and use them there's a lot of space between some of them. Some of them looked like they're layered over other higher level tiles which I heard you can't do in ace but even so it seems like I could place those tile pieces closer together if I could half steps.

What I mean by half steps is if you have a tile that spans two blocks (background checkered tiles) if you move left or right it will move another two tiles. So say you are on row 1 and your tiles span to row two. If you move the mouse to the right the placement square will only move once you reach row three which will now show row three and four within the box. So a half step would be rows two and three within placement square.

Sorry if this is confusing. I can try explaining differently if it's confusing.
 

Engr. Adiktuzmiko

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They might have been edited, or the screenies are made using parallax mapping
 
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Andar

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but one thing I can't really figure out is how to do half steps (or more fine grained placement) with tiles.
You can't do that in the editor, and it has limits even outside the editor.
The engine itself is fixed on a 32x32 pixel grid, and no tile or element can be smaller than that. And nothing in the editor can change that.


However, there are a few ways to change that outside the editor, usually requiring scripts to be added to the engine for these functions.


For movement, you have to look for a "pixel movement" script - but be warned that those are not easy to implement and they can cause problems with event logic and triggering as events are usually still in the grid.


For map display, there are several ways of parallax mapping or overlay mapping, which means that you make the map picture in an image program like photoshop or gimp and then import the picture as a map background (with a script to fix the position). That is more work than making the map in the editor itself.
 

MATATAT

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Thanks for the replies. Maybe I'll tinker around with trying parallax mapping to get it to work right. I'm pretty fluent in photoshop so I could definitely piece together a room in there using the sprites pretty easily. I guess then the challenge would be positioning and setting collision boundaries within that space (which, like mentioned, would be more difficult than just using the editor). But it seems like I could possibly use some sort of mechanic like events to create invisible boundaries if necessary. Not sure if that's actually the case.
 

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