![]() ![]() If you look at the source images and the resulting image in the RPG maker, you should be able to do this(perhaps with some trial-and-error) with if statements, identifying what the current case is for the given quarter tile and drawing accordingly. I took a list of all neighbors for the current cell, and with a lot of if statements I drew the tile as 4 smaller/quarter tiles.įor me this method lead to some barely visible errors, but they can be resolved by testing for some edge-cases and correcting accordingly. I have implemented this(using the RTP) in a simple(but quite tedious) way. ![]() ![]() What sorts of things would I have to consider when implementing auto tiling using these sorts of tilesets, and is there an algorithm I can look at to implement? So I would like to use the top left grass, and the third tile set, stone, which connects to the grass. There is a tileset that works very well for things like this: The purple areas would be stone floors, and the green area is the grass. ![]() For example, the brown areas would be "dense" areas (forests, caves, etc). I've made a map generator, and I wanted to make seamless connections between my tile areas. I'm sure I would have to keep track of which tile sets can connect to which other tilesets (ie, some tiles have grass on the outside, and sand on the inside, so in this example I'd have to note that "grass" tiles were the outer tiles). Here's the thing, I have no idea how I would implement something like this. I also stumbled across this answer which links to another article that explains auto tiling. I stumbled across this article, which breaks down how auto tiles work. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP). #Rpg maker vx tilesets record player series#In the RPG Maker series since RPG Maker 2000, tilesets are PNG images.I'm currently working with Phaser, making a game that's procedurally generated. In RPG Maker XP, VX, and VX Ace, tiles are 32x32 pixels in size, and in RPG Maker MV and MZ, tiles are 48x48 pixels in size. In RPG Maker 20, tiles are 16x16 pixels in size. In RPG Maker 95, a tile is a 32x32 image. In addition, a much heavier focus on autotiles is given, as a huge portion of the titleset images are reserved for autotiles. In RPG Maker VX and later, the tilesets themselves, and thus the autotiles, consist of separate images. RPG Maker XP allows each tileset to have up to seven autotiles which are changed by using the database. In RPG Maker 20, the autotiles are part of the image. Some autotiles are even animated, such as water. In RPG Maker 95 and later, there are autotiles that help with creating maps by automatically correcting themselves as the map is modified to have a contiguous border around itself bordering other tiles of a different type. In RPG Maker VX, only one tileset can be used for a game, while in other releases of RPG Maker, over a hundred tilesets can be used in a game, but only one can be used for a single specific map at a time. A Tileset, known as a "chipset" in older versions of RPG Maker, are a collection of tiles used to build a map. ![]()
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