![]() Les tiles sont automatiquement placés sur la bonne couche par léditeur, le mappeur ne peut. Contrairement à ce que léditeur et laide laissent supposer, RPG Maker MV permet de mapper sur 4 couches. ![]() It would be just as much effort to do the tiles from scratch. Sur RPG Maker MV, laide du logiciel précise quil ny a que deux couches : la couche basse (sols et murs) et la couche haute (décorations). So the more or less correct way to use previous RPGM's assets is to either adjust the sprites from MV if you want to use the smaller tiles, or adjust the tiles all manually, which is not really worth the effort. Tilesets from scratch is something which is way harder for me and need to learn how to make it nicely, but when I make some (if I do), than I would share it with the community. also goes far behind the tileset RPG MV uses. I prefer the 1:2 ratio (24x48) tall sprites like Chrono Trigger (24x36) or Sailor Moon (32x40) (at their widest and tallest, with CT 16x32 and SM being 20x40 the normal sprite size.) Both use 16x16 ground tiles from 8x8 tile segments (eg they would flip 8x8 tiles to mirror things.) So it IS possible to use smaller tiles, but you have to be mindful of how objects look (in the case of Sailor Moon, a lot of composite objects like doors are two tiles wide.) Dopan because video vx(ace) to MV, didnt know the titleset was in 16x16. The 16x16 tiles from 2000/2003 can be scaled up x3 and be pixel perfect however. ![]() The other option is upscaling the assets, but that will always produce poor quality since it's not an even ratio. So you would also need to adjust at the very least the "overworld" movement sprites so they are also 32x32. Click to expand.IMO, if you've purchased VX/VX Ace tilesets which are 32x32, you can still use them in MV, however they won't fit the 48x48 sprites. ![]()
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