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Kiriashi

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Everything posted by Kiriashi

  1. Thanks! Actually, no! I started it a few days ago. ^_^ The only tutorials I had started are tileset tutorials. All the other stuff I just planned in my head, but I still remembered everything. : ) @den13 Thank you very much! If have any further questions on layers, this is the place to ask.
  2. Layer Splicing *looks at date since last tutorial* "Ummm... I can explain..." xD Demystifying the Layers by Kiriashi Hello everyone! Welcome to the second tutorial, I hope you learn a lot! In this second lesson, we will shed light on the most important tool a mapper has available to him or her: the layers. I'll cover how to use them, what to look out for, and layer splicing; maybe I'll include a few tips at the end. The location of the layer buttons is highlighted below. Clicking these individual buttons sends you to the layer associated with them. The first button is layer one, the second is layer two, the third is layer three, and the last one is the event layer. The orange card in the stacks represents which layer the button is associated with. If you go to layer two, all tile-set pieces on layer one will be covered with a film of shade, and the same goes for layer 3. All tile-set pieces that are placed on a layer above the one you are currently viewing are only 50% visible. The event layer shows all the layers combined. (The event layer has way more uses than that, but that won't be covered in this tutorial.) Take a look below. Picture's one, two and three are layers one, two and three respectively. As you can see, all three pictures are of the same thing, except they are different: In the first picture, the path, grass and water tiles are clearly visible. This is because they have been placed on the first layer, and we are currently looking at the first layer. In the second picture, the bits of vegetation and the bridge are visible. These are placed on the second layer. In the third picture, the tree and the grass cosmetic tiles (more on those later) are clearly visible. These are placed on the third layer. In a lot of mapping tutorials around the web, you may find rules as to what things go on which layers. This is true to a certain extent. When you first start out mapping, you can follow the layer guidelines below, but once you acquire more skill in the ways of mapping it's actually better to place things conveniently. It may be easier for you to place a tree on the second layer even when it would normally go on the third. Maybe you want some water on the third layer so that you can have a different terrain underneath it. All these things are reasons for why you should develop your own order of mapping. For now you can just go with this: Layer #1: The first layer is used mainly for terrain. Tiles like grass, dirt and sand are used here. This layer is the foundation of your map. Also most auto-tiles are used on the first layer as well. Layer #2: The second layer is for your general objects around the map. This layer will comprise of the main features of your map. Stumps, flowers, rocks, stalagmites, chairs, cliffs, lamps; they all go on this layer. If there is room, your extra trees and the windows of houses etc. go on this layer, but they are usually saved for... Layer #3: The third layer is the blanket of your maps. This is where your overlapping trees (Trees whose leaves cover the leaves of other trees to simulate a forest-y affect), the windows of houses, the overlapping cliff tiles and cosmetic tiles of the map all go. These all go on the third layer of your map, and they basically are adding to the tiles on the second layer. You now probably have a good understanding of how layers work. They really will become your best friend, and you will eventually be begging for more. The reason there aren't an infinite amount of layers is so that you don't bulk up the size of your game. Granted, RMXP is an old system, and most people have close to a terabyte of space for storage, but it would also really complicate your maps to have a dozen layers. It would also be really awesome! There's also the issue of memory (not to be confused with storage space); things could get really laggy if your computer isn't packing lot's of memory. So we only have three layers. That's not too bad, right? Now try playing around with layers if you haven't already. Try putting plants under trees and things like. After a while, you will probably come across a slight problem: You've run out of layers for your trees! Layer Splicing Not to worry, there is a way around this. Though you may think your ability to create great maps is limited by the amount of layers you can use, the layers are a little more versatile than you may realize. When you place your first tree, on the map, it's on the second layer. Simple enough: And then you go to add a second tree on the third layer that overlaps the first one: But now there aren't any layers left to place another tree where the white box is. This is where the layer splicing comes in. In this situation, you would go ahead and place the tree there to get this: Now we've cut out a piece of the second tree. All you have to do is find the tiles that are missing, select them in the tileset, and place them where they are missing on the second layer: And now we have a nice looking row of trees. Well, not that nice, but you get the ideas. With this extremely useful technique, you can achieve quite a lot with your maps. This takes some practice, but eventually you will be able to use this to your advantage. Here is an example of what you can do with layer splicing: As you can see, some pretty intricate stuff can be made with layer splicing. This is something that would benefit you should you practice. It really isn't that hard to get used to, I promise! So that's how to use layer splicing. I mentioned cosmetic tiles a few times earlier in this tutorial. Cosmetic tiles are tiles/auto-tiles that are placed over other tiles, and blend in with them to create a better appearance. If you learn how to use all of the cosmetic tiles at your disposal, your maps will look so much better! But I think that it is time for this tutorial to come to a close. We'll look at a few more things that you can do with layers, and go over cosmetic tiles in the next lesson. Thanks for reading this tutorial, and if you have any suggestions for other things for me to cover, let me know! If you have any questions about what we've covered so far, just ask! If you liked this tutorial, please click the little green button in the bottom right corner. Thanks! ~Kiriashi
  3. Kiriashi

    Animations

    You should be able to find all the animations you need already on sheets ready for RMVX. :)
  4. It sounds pretty good. The sky people should just throw stuff down at the Almar people if they don't like them... xD Keep it up Crimson, I'm looking forward to some progress, especially maps. :) And you should call the mastery elements affinity elements. P.S. Happy Birthday Formlesstree4! 誕生日おめでとうございます、formlesstree君
  5. It shouldn't have to be in a certain section...
  6. Kiriashi

    Animations

    The animation section of the database of your game can handle some pretty cool stuff. Just play around with it for a while and you'll get used to it. And lots of things can be done with pictures and event graphics as well. Here's a great tutorial to check out: http://leventhan.wordpress.com/2008/11/01/rmvxanimation-tutorial/
  7. Just don't screw with my class and I'll be happy.
  8. Youtube was invented for a good reason.
  9. Victor Niguel FTW!

  10. ...lol. Never thought about that.\ Don't worry man, we're right behind you.
  11. Reward: Gain the Flux Vanes and Plasma shields from the Void Rays. And a frosty. Quest: Make a better map than me: http://img31.imageshack.us/img31/1945/savannah.png
  12. I'm still not going to stop whining about a flash intro. It would totally improve the site. There can be an HTML version too....
  13. This topic doesn't necessary have to go in the spam section. Anyways, handheld games are my first true love. I don't know what I would do without them. Sniff sniff
  14. That's what I figured, but I've never seen that before. I'll try it now I guess. EDIT: Ah ha! It works. xD
  15. I have two questions (Marked). What does this do exactly? What's the difference between a public poll and a private one? Secondly, where do I post tutorials or what do I do to have them show up here? Thanks in advance! ~Kiriashi
  16. Your CPU heatsink is HUGE!

  17. And me, right? You like the site because of me? lol We used to have an arcade though. I kinda' miss it now. :( I think we need a flash intro....
  18. Kiriashi

    Your Pics

    This is the same kinda post I was talking about in the PM I sent you. You are a great member den! It seems like I cause spam even when I'm not active. Sawwy 'bout that. And Madanchi, your heat-sink is HUGE!
  19. You should make new topics for new questions so that they will be easier to find for people who are tring to finbd the answer to the same problem. Also so that you don't have to break the double post rule. As for the question, you don't need a script for that. Just use the button input processing event command. Tomo2000 has some tutorials on that command in his class.
  20. ...And only 97 cents for shipping!
  21. You're welcome. Please stay active on the forums. xD
  22. RKO is right, there is nothing confusing about the forum names, its just that the people who stop by for a quick question, and sometimes regulars too, don't take the time to look for the right spot. And really all it takes is a few more seconds. I can't really think of a good solution for this...
  23. I want to at least try. You're probably right, but I wanna go for it and see what happens.
  24. No problem! Copying works in events as well, and a bunch of other places. If you have any other problems, ask away!
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