Just curious if you (or anyone) use gimp in other creative ways for their project, than sprites/tilesets. In this case it wouldn't make a difference at all, though. I have met many who are very inventive with their solutions, but those solutions are often over complicated cause they don't use layers. I always advice new users to gimp (or PS), to figure out layers first. Yeah I see what you mean, but working with layers is an essential to make good tilesets/sprites or anything you do with gimp. Grandma Debs list here-is slightly outdated but has a bunch of links to free resources from all around the siteAvery has a post of a bunch of tilesets, sprites, and icons.
Building on these, I will design small-ish 'rooms', following a more specific theme. Avery made a post here- that talks about things in the base MV engine that are missing, and where to find the missing bits along with the people to credit who made them. The basis for this will be a modern interior set for a typical home, Inluding A tiles and a B and C tileset with basic furniture and clutter. Indeed I thought you meant my approach was overkill. I try to make a bunch of interior MV tilesets in a consistent style but with varying themes and settings. With the B-E tiles, theyre all the same - same size, and treated the same way in the editor, so those tiles are interchangeable. You can also take a look at the default tilesets to get an idea of their content and naming. Multiple layers can be intimidating to people new to this sort of thing, whereas everyone knows what an eraser does! =) Yeah, I know. You can find details of the tileset formats in the help file (F1) under the Documentation > Asset Standards heading. You could use one here, but I feel using an eraser or a new layer (as you suggested) are more straightforward approaches. Originally posted by Caethyril:A layer mask is a layer assigned to another layer for, e.g., specifying an alpha gradient. I try to make a bunch of interior MV tilesets in a consistent style but with varying themes and settings. You could use a layer mask but that's overkill if all you're looking to do is uniformly halve the tile's opacity. File > Export As, pick a filename, and OK through the default settings.Eraser: pick a 100 hardness brush, set opacity to 50% and size to "huge" (e.g.Rectangular selection on the tile you want to edit (to stop your edit overflowing to neighbouring tiles).Image > Configure Grid > Spacing > 48 x 48.(In MV autoruns don't wait for the fade-in, unlike in 2k3.)Īllthough i never tried it yet, is there perhaps a tutorial for editing tilesets in such a way? Or is it as simple as going over a tile with a 50% intensity eraser and saving it as a PNG with the usual settings?That's worked for me before! ^_^
I'm reminded, though, that the automatic move routes don't start processing until the screen is done fading in, so it may be better to put the opacity move route in a separate autorun/parallel event instead. Tutorial topic: TileIDs, including Autotiles!īrief description: I'll be going over how to determine a tile's TileID (which is used in the map data file) using the tilesheet and the shape of the desired autotile (if applicable).Originally posted by Okami:Hmmm i wonder if the first one would work, but i'll definitely give it a shot.Can confirm that it works, I've used it myself a few times precisely for underwater objects. Requirements: RPG Maker MV, a reason to know the tile IDs This info will most likely be useful for scripters, though has just released an awesome new plugin to change a map tile during your game, and this can be useful for her plugin as well. Tile: One square on the default map grid. For MV, a tile is a 48 x 48 pixel square. Tilesheet: One PNG file containing multiple tiles or autotiles arranged in a predefined pattern, with no empty space between the tiles. Tileset: A collection of tilesheets defined in the editor, that can consist of up to nine tilesheets designated A1, A2, A3, A4, A5, B, C, D, and E. So far, it is only the two modern (SFoutsideB and SFoutsideC) tiles and Outside B. TileID: A number stored in a map data file that tells the game which tile from the map's tileset to draw in which location. Winterized full tilesets: I decided to take some of the default MV tilesets and make them winterized. The number's position in the file corresponds to the grid location on the map. The value of the TileID corresponds to a particular tile from the tileset. Strangely enough, tile IDs start with the non-autotile sheets first. I have included the following templates: Walk Sprite Template Facial Sheet Template Battler Template Variation. I thought they might be helpful for anyone who is new to creating assets and has not been able to find or make their own template. This means we start with TileID 0 on the top-left tile of the B tilesheet. So I made a bunch of templates I like to use for editing or creating new sprites/assets. (Note: Therefore, TileID 0 always corresponds to a blank tile!) Then we proceed left-to-right, then top-to-bottom, through the B tilesheet, then C, D, E, and finally A5 tilesheet (being the only non-autotile A sheet).