![]() Configure the image to show a 32*32 pixel grid with a snap to grid function. Either edit an existing tilese sheet or create a new image of 512*512 pixels (for the B-E tiles, remember A tiles have different sizes). ![]() Preparing the program: -Open the image editing program (I’ll be using Gimp). I will be using gimp because it’s the one I have and am used to, but any program that has a grid feature will do. Now, for this you will need an image editing program. Unlike the rest of the A tiles, these can be configured with 4 directional passability. The ceilings here can be used in any shape, unlike the A3 roofs. There is a specific setup to this sheet so be careful with it. A2 are the “ground+ground decoration” autotiles. Quick A tiles reminder: -A1 are animated autoriles (usually water). The very first tile (upper left corner) in the B tile sheet is the “nothing” tile and must be empty and with a *star* passability. The B, C, D and E tile sheet are 512x512 pixels each, while the A tiles vary in size. If you’re unsure of how they work, try to simply replace the default tileset with what you want (water for water, walls for walls, grass for grass, etc). The A tiles have their own rules, which I won’t cover here. They can be configured from the Database. One tileset can hold the A1-5 tiles (the base tiles) and the B-E tiles (items, furniture, etc). A few things before we start:īasic Knowledge about tilesets: -Each tile is 32x32 pixels. This can mean changing the color of only one part of the tile or the entire thing (such as the bloom of a flower or the whole plant, leaves and all). Recoloring means changing the color of a tile. It’s usually done with plants (for wilderness natural effects) and small items. Clumping is to combine one or more tiles in a pattern so they create a cohesive and visually nice tiles. Rearranging is by far the easiest, it simply means moving the tile around in the grid so it has a different position (for example, moving furniture so they line up better with the walls). There are roughly 3 very simple techniques: rearranging, clumping and recoloring. I will not talk about complex editing because frankly, I can’t do it myself so well, nor will I explain how image editors work in detail: there are many tutorials out there and help files to help you out, I will only give basic instructions. Now, what I will describe here is extremely basic. Simple edits can go a long way, and give the dreaded “RTP style” a fresh look if used well. So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.” That said, I rarely see people posting screenshots of edited tilesets that are NOT parallaxes (those usually go hand in hand with editing so no need to mention them here), and there seems to be the fact that some people claim they could not “do that sort of thing”. The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors. Small objects like flowers and single tile decorations are usually simple to cut and combine. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. Guide to simple tileset edits Once upon a time I submitted a mapping tutorial, and towards the end mentioned: “Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. Just be sure that you position the top left corner correctly, and the rest should fall into line (too big to fit on the canvas is better than too small!).This is my second tutorial and a bit more technical than the one I did before, so please bear with me if I have a harder time explaining myself. ![]() The autotile sheets have different measurements-but they still operate on a 48px grid, so you should still be able to use the squares. ![]() Make sure the top left corner of the template is lined up with the top left corner of the canvas! Turn off the checkered layer before you export for use, and it'll be like it was never there. Paste it on a new layer in your tileset documents, underneath the tiles themselves, to use as reference while you're copying and pasting. This is a grid that should fit that tile sheet size! If you can remind me what the tileset size requirements are for the engine you're using (I don't have MV installed on this computer) I'd be happy to whip up an appropriately-sized grid for you.ĮDIT: okay, if my googling did not fail me, the B-E tilesets for MV/MZ are 768px square, and each tile is 48px. I really do recommend you try the colored checkerboard route! I find it helps a lot, being able to see the blocks instead of the blank canvas tiny checkered background. ![]()
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