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jya1993

This time I need help with tilesets XD

Question

Hi guys...I tried to edit some RTP tilesets...I recoloured the grass and the trees...But the "shadow" thing below the trees and the flowers kinda "sticks out" from the grass during mapping..... :D what should I do?

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I found out how to remove the unwanted part anyway..So simple..I had to press the delete key! :D Thank you for trying to help me! :)

 

 

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:) Can you make some tilesets tutorials...?You know like merging two tilesets and laying out the X,O, squares thingies.? :D

 

 

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Well if you put it simply, the laws of Tilesets very simple.

1) Dimensions Tilesets are not limited in height (although not, they are limited only by the format of the PNG - >30000 pixels in height can not be done), but limited in width - 256 pixels.

2) Tilesets divided into squares 32*32. The easiest way to make the array of established in a square pattern 32*32 and lay it to the upper-layer (am I doing this in Adobe Photoshop, but if this really in the other editors, it is possible and there), that put on it to look (not crawling into a picture on the tiles the other pictures).

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There are quite a few merged tilesets out there on the net, you just gotta look around.

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Actually I wanna do that on my own....... :) I'll get some experience working on tilesets if I do that XD.....

 

Oh and this might be off topic,but is there a side view battle system WITHOUT animated battlers? :) you know like the ones with the health bars at the top of the sprites :D

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I can get you a script with the XP battlers on the side that use the Charsets to signify movement. I'll place it in a spoiler for you.

 

 

#==============================================================================

# ++ サイドビュー�トル(歩行グラフィック版) ver. 1.14 ++

#  Script by パラ犬

#  http://para.j-mx.com/

#------------------------------------------------------------------------------

# ãƒ�トルフィールドã«æ­©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’表示ã—ã¾ã™ã€‚

#==============================================================================

 

module SDVA

 

X_LINE = 500 # 横ä½ç½®ã®ãƒ�トラー表示座標

Y_LINE = 200 # 縦ä½ç½®ã®ãƒ�トラー表示座標

X_SPACE = 15 # 横ä½ç½®ã®ãƒ�トラーå�Œå£«ã®é–“éš”

Y_SPACE = 40 # 縦ä½ç½®ã®ãƒ�トラーå�Œå£«ã®é–“éš”

X_POSITION = 25 # 隊列[å‰è¡›ãƒ»ä¸­è¡›ãƒ»å¾Œè¡›]ã®æ¨ªé–“éš”

Y_POSITION = 0 # 隊列[å‰è¡›ãƒ»ä¸­è¡›ãƒ»å¾Œè¡›]ã®ç¸¦é–“éš”

 

ATTACK_MOVE = true # 攻撃時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )

SKILL_MOVE = true # スキル使用時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )

ITEM_MOVE = false # アイテム使用時ã«å‰ã¸è¸ã¿å‡ºã™ã‹( true / false )

MOVE_STEP = 1 # 移動歩数

MOVE_PIXEL = 10 # 一歩ã‚ãŸã‚Šã®ãƒ”クセル数

 

PARTY_POS = 1 # キャラクターã®å�‘ã( 0:下 / 1:å·¦ / 2:å³ / 3:上 )

 

WINDOWPOS_CHANGE = true # コマンドウインドウをãƒ�トラーã®æ¨ªã«è¡¨ç¤ºã™ã‚‹ã‹( true / false )

 

end

 

#==============================================================================

# â– Game_Actor

#==============================================================================

 

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------

# â— ãƒ�トル画é�¢ X 座標ã®å–å¾—

#--------------------------------------------------------------------------

def screen_x

if self.index != nil

# 隊列をå–å¾—

pos = $data_classes[self.class_id].position

x_pos = pos * SDVA::X_POSITION

scr_x = self.index * SDVA::X_SPACE + SDVA::X_LINE + x_pos

# 移動アクションã®ã¨ã

if self.current_action.move_action == true

# 横ã«ç§»å‹•

scr_x += @shift_x

end

return scr_x

else

return 0

end

end

#--------------------------------------------------------------------------

# â— ãƒ�トル画é�¢ Y 座標ã®å–å¾—

#--------------------------------------------------------------------------

def screen_y

if self.index != nil

# 隊列をå–å¾—

pos = $data_classes[self.class_id].position

y_pos = pos * SDVA::Y_POSITION

scr_y = self.index * SDVA::Y_SPACE + SDVA::Y_LINE + y_pos

# 移動アクションã®ã¨ã

if self.current_action.move_action == true

# 縦ã«ç§»å‹•

scr_y += @shift_y

end

return scr_y

else

return 0

end

end

#--------------------------------------------------------------------------

# â— ãƒ�トル画é�¢ Z 座標ã®å–å¾—

#--------------------------------------------------------------------------

def screen_z

if self.index != nil

return self.index

else

return 0

end

end

end

 

#==============================================================================

# ■Game_Battler (分割定義 1)

#==============================================================================

 

class Game_Battler

#--------------------------------------------------------------------------

# ◠公開インスタンス変数

#--------------------------------------------------------------------------

attr_reader :pattern # 歩行パターン

attr_reader :trans_x # Xæ–¹å�‘ã®ç§»å‹•è·�離

attr_reader :moving # 移動中フラグ

#--------------------------------------------------------------------------

# ◠オブジェクト�期化

#--------------------------------------------------------------------------

alias initialize_sdva initialize

def initialize

initialize_sdva

move_reset

end

#--------------------------------------------------------------------------

# ○ 移動カウント

#--------------------------------------------------------------------------

def move

@moving = 1

if @step < SDVA::MOVE_STEP

# 歩数を満ãŸã™ã¾ã§ç§»å‹•

@pattern = (@pattern + 1) % 4

@step += 1

move_step

else

# 移動終了

@pattern = 1

@moving = 2

end

end

#--------------------------------------------------------------------------

# ○ 移動処�

#--------------------------------------------------------------------------

def move_step

# パーティã®å�‘ãã«ã‚ˆã£ã¦ç§»å‹•åº§æ¨™ã‚’変ãˆã‚‹

case SDVA::PARTY_POS

when 0

@shift_y = @step * SDVA::MOVE_PIXEL

when 1

@shift_x = -(@step * SDVA::MOVE_PIXEL)

when 2

@shift_x = @step * SDVA::MOVE_PIXEL

when 3

@shift_y = -(@step * SDVA::MOVE_PIXEL)

end

end

#--------------------------------------------------------------------------

# â—‹ 移動ã®ãƒªã‚»ãƒƒãƒˆ

#--------------------------------------------------------------------------

def move_reset

@moving = 0

@pattern = 0

@step = 0

@shift_x = 0

@shift_y = 0

end

end

 

#==============================================================================

# â– Game_BattleAction

#==============================================================================

 

class Game_BattleAction

#--------------------------------------------------------------------------

# ◠公開インスタンス変数

#--------------------------------------------------------------------------

attr_accessor :move_action # 移動ã™ã‚‹ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ã‹

#--------------------------------------------------------------------------

# ◠クリア

#--------------------------------------------------------------------------

alias clear_sdva clear

def clear

clear_sdva

@move_action = false

end

end

 

#==============================================================================

# â– Sprite_Battler

#==============================================================================

 

class Sprite_Battler < RPG::Sprite

#--------------------------------------------------------------------------

# ◠フレーム更新

#--------------------------------------------------------------------------

alias update_sdva update

def update

# ãƒ�トラーãŒã‚¢ã‚¯ã‚¿ãƒ¼ã«å�«ã¾ã‚Œã‚‹ã¨ã

if @battler.is_a?(Game_Actor)

# ファイルå�ã‹è‰²ç›¸ãŒç¾åœ¨ã®ã‚‚ã®ã¨ç•°ãªã‚‹å ´å�ˆ

# 行動中ã®å ´å�ˆ

if @battler.battler_name != @battler_name or

@battler.battler_hue != @battler_hue or

@battler.current_action.basic == 0 or

@battler.current_action.kind != 3

# ビットマップをå–å¾—ã€è¨­å®š

@character_name = @battler.character_name

@character_hue = @battler.character_hue

# 歩行グラフィックをæç”»

self.bitmap = RPG::Cache.character(@character_name, @character_hue)

cw = self.bitmap.width / 4

ch = self.bitmap.height / 4

@width = cw

@height = ch

if @battler.current_action.move_action == true

# æ­©ã‹ã›ã‚‹

@battler.move

else

@battler.move_reset

end

# 転é€å…ƒã®çŸ©å½¢ã‚’設定

sx = @battler.pattern * cw

sy = SDVA::PARTY_POS * ch

self.src_rect.set(sx, sy, cw, ch)

self.ox = @width / 2

self.oy = @height

# éš ã‚ŒçŠ¶æ…‹ãªã‚‰ä¸é€æ˜Žåº¦ã‚’ 0 ã«ã™ã‚‹

if @battler.hidden

self.opacity = 0

end

end

end

update_sdva

end

end

 

#==============================================================================

# â– Scene_Battle

#==============================================================================

 

class Scene_Battle

#--------------------------------------------------------------------------

# ◠アクターコマンドウィンドウã®ã‚»ãƒƒãƒˆã‚¢ãƒƒãƒ—

#--------------------------------------------------------------------------

alias phase3_setup_command_window_sdva phase3_setup_command_window

def phase3_setup_command_window

phase3_setup_command_window_sdva

if SDVA::WINDOWPOS_CHANGE

# アクターコマンドウィンドウã®ä½ç½®ã‚’設定

case SDVA::PARTY_POS

when 0

x_pos = @active_battler.screen_x - (@actor_command_window.width/2)

y_pos = @active_battler.screen_y

when 1

x_pos = @active_battler.screen_x - @actor_command_window.width - 16

y_pos = @active_battler.screen_y - @actor_command_window.height

when 2

x_pos = @active_battler.screen_x + 16

y_pos = @active_battler.screen_y - @actor_command_window.height

when 3

x_pos = @active_battler.screen_x - (@actor_command_window.width/2)

y_pos = @active_battler.screen_y - @actor_command_window.height - 48

end

@actor_command_window.x = x_pos >= 0 ? x_pos : 0

@actor_command_window.x = x_pos+@actor_command_window.width <= 640 ? x_pos : 640-@actor_command_window.width

@actor_command_window.y = y_pos >= 0 ? y_pos : 0

@actor_command_window.y = y_pos+@actor_command_window.height <= 480 ? y_pos : 480-@actor_command_window.height

# ステータスウインドウã«éš ã‚Œãªã„よã†ã«

@actor_command_window.z = 9999

end

end

#--------------------------------------------------------------------------

# ◠フレーム更新 (メインフェーズ ステップ 3 : 行動å´ã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³)

#--------------------------------------------------------------------------

alias update_phase4_step3_sdva update_phase4_step3

def update_phase4_step3

if SDVA::ATTACK_MOVE

if @active_battler.current_action.basic == 0

@active_battler.current_action.move_action = true

end

end

if SDVA::SKILL_MOVE

if @active_battler.current_action.kind == 1

@active_battler.current_action.move_action = true

end

end

if SDVA::ITEM_MOVE

if @active_battler.current_action.kind == 2

@active_battler.current_action.move_action = true

end

end

# ãƒ�トラーãŒã‚¢ã‚¯ã‚¿ãƒ¼ã«å�«ã¾ã‚Œã€ç§»å‹•ã‚¢ã‚¯ã‚·ãƒ§ãƒ³ä¸­

if @active_battler.is_a?(Game_Actor) and

@active_battler.current_action.move_action

# 移動終了時

if @active_battler.moving == 2

update_phase4_step3_sdva

end

elsif @active_battler.moving == 0

update_phase4_step3_sdva

end

end

#--------------------------------------------------------------------------

# ◠フレーム更新 (メインフェーズ ステップ 6 : リフレッシュ)

#--------------------------------------------------------------------------

alias update_phase4_step6_sdva update_phase4_step6

def update_phase4_step6

@active_battler.current_action.move_action = false

@active_battler.move_reset

update_phase4_step6_sdva

end

end

 

#==============================================================================

# â– Spriteset_Battle

#==============================================================================

 

class Spriteset_Battle

#--------------------------------------------------------------------------

# ◠オブジェクト�期化

#--------------------------------------------------------------------------

alias initialize_sdva initialize

def initialize

initialize_sdva

@viewport2.z = 1

end

end

 

#==============================================================================

# â– Arrow_Actor

#==============================================================================

 

class Arrow_Actor < Arrow_Base

#--------------------------------------------------------------------------

# ◠フレーム更新

#--------------------------------------------------------------------------

alias update_sdva update

def update

update_sdva

# カーソル下

if Input.repeat?(Input::DOWN)

$game_system.se_play($data_system.cursor_se)

@index += 1

@index %= $game_party.actors.size

end

# カーソル上

if Input.repeat?(Input::UP)

$game_system.se_play($data_system.cursor_se)

@index += $game_party.actors.size - 1

@index %= $game_party.actors.size

end

end

end

 

#==============================================================================

# â– Arrow_Enemy

#==============================================================================

 

class Arrow_Enemy < Arrow_Base

#--------------------------------------------------------------------------

# ◠フレーム更新

#--------------------------------------------------------------------------

alias update_sdva update

def update

update_sdva

# カーソル下

if Input.repeat?(Input::DOWN)

$game_system.se_play($data_system.cursor_se)

$game_troop.enemies.size.times do

@index += 1

@index %= $game_troop.enemies.size

break if self.enemy.exist?

end

end

# カーソル上

if Input.repeat?(Input::UP)

$game_system.se_play($data_system.cursor_se)

$game_troop.enemies.size.times do

@index += $game_troop.enemies.size - 1

@index %= $game_troop.enemies.size

break if self.enemy.exist?

end

end

end

end

 

 

 

Use well! :alright:

 

Edit: Tilesets are odd... I don't sprite tilesets... but here's a tip:

 

When you use one, make sure all of the dimensions are 64x64, and the Autotiles aren't faulty or screwed with...

Edited by Cjboy

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YAAAAAAAAAAY!Thank you! smile.gif

 

EDIT:The script makes the sprite appear sideaways...Thats what I want...BUT the battle goes on as usual...in the default way!To make it more clear,the battles just as usual except that the battler appears as a sprite sideways :)

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