jya1993 2 Report post Posted June 30, 2010 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? 1 Meteor Rain reacted to this Share this post Link to post Share on other sites
0 madanchi 18 Report post Posted June 30, 2010 screenshot please :) then we can get a better picture of your problem 2 jya1993 and Meteor Rain reacted to this Share this post Link to post Share on other sites
0 jya1993 2 Report post Posted June 30, 2010 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! :) 1 Meteor Rain reacted to this Share this post Link to post Share on other sites
0 madanchi 18 Report post Posted June 30, 2010 nice :) didnt realise you wanted to get rid of the shadow lol Share this post Link to post Share on other sites
0 jya1993 2 Report post Posted July 1, 2010 :) Can you make some tilesets tutorials...?You know like merging two tilesets and laying out the X,O, squares thingies.? :D Share this post Link to post Share on other sites
0 Agckuu_Coceg 5 Report post Posted July 1, 2010 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). 1 jya1993 reacted to this Share this post Link to post Share on other sites
0 jya1993 2 Report post Posted July 2, 2010 Thank you! :) Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted July 2, 2010 There are quite a few merged tilesets out there on the net, you just gotta look around. Share this post Link to post Share on other sites
0 jya1993 2 Report post Posted July 2, 2010 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 Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted July 2, 2010 Not that I know of, no. Sorry. :sweatdrop: Share this post Link to post Share on other sites
0 Cjboy 2 Report post Posted July 2, 2010 (edited) 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ãƒ�トル(æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ç‰ˆ) 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ã‚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æ©æ•° MOVE_PIXEL = 10 # 一æ©ã‚ãŸã‚Šã®ãƒ”クセル数 PARTY_POS = 1 # ã‚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 #============================================================================== # â– Game_Battler (分割定義 1) #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # ◠公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :pattern # æ©è¡Œãƒ‘ターン attr_reader :trans_x # Xæ–¹å�‘ã®ç§»å‹•è·�離 attr_reader :moving # 移動ä¸ãƒ•ãƒ©ã‚° #-------------------------------------------------------------------------- # ◠オブジェクトåˆ�期化 #-------------------------------------------------------------------------- alias initialize_sdva initialize def initialize initialize_sdva move_reset end #-------------------------------------------------------------------------- # â—‹ 移動カウント #-------------------------------------------------------------------------- def move @moving = 1 if @step < SDVA::MOVE_STEP # æ©æ•°ã‚’満ãŸã™ã¾ã§ç§»å‹• @pattern = (@pattern + 1) % 4 @step += 1 move_step else # 移動終了 @pattern = 1 @moving = 2 end end #-------------------------------------------------------------------------- # â—‹ 移動処ç�† #-------------------------------------------------------------------------- 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ä¸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 # æ©è¡Œã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯ã‚’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‚’è¨å®š 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‚’è¨å®š 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åˆ�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 July 2, 2010 by Cjboy 1 jya1993 reacted to this Share this post Link to post Share on other sites
0 jya1993 2 Report post Posted July 2, 2010 YAAAAAAAAAAY!Thank you! 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 :) Share this post Link to post Share on other sites
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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