I ask because the ground I've sketched for my A2 set has much more variety - meaning, I can't have a repeating auto-tile that's only two tiles wide because the ground I've sketched has three separate components across. I've isolated the first section below in its typical 3x2 format, and expanded it by one more tile to make it 3x3 to help visualize my first question - is it possible to create an A2 section that can be interpreted as 3x3 rather than 3x2? In the screenshot below, I took the default Interior_A2 and applied a 32x32 grid, then labeled each pattern section with a blue number. I'm currently sketching my A2 set, so I want to know - A2 source files are interpreted in 3x2 (row x column) sections. Set A performs differently than Sets B-E in that Set A houses animated tiles (source file A1) and auto-tiles (source files A2, A3, and A4) split into particular columns with specific behaviors according to mode type (area or field), plus one normal set (source file A5), but Sets B-E are mainly decorative and render as the top layer on the game map, right?Īnd to break down Set A -> A1 = animated tiles, A2 = ground tiles, A3 = building tiles, A4 = wall tiles, A5 = normal tiles, yes? To my understanding, the default interior A2 set is 16x12 tiles long, which equates to 512x384 total pixels since each individual tile is 32x32 pixels. After reviewing the VX ACE manual for all its available info on tilesets, I exported the default interior A2 tileset from VX ACE to check my dimensions. I'm currently in the midst of creating my custom tilesets, and I wanted to clarify several things before I went through the effort of painting, as any miscalculations on my part will effectively off-set the remainder of the pattern in the map editor. Hello! I'm back again with another question - this time regarding the function of the Set A tileset.
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