Rpg maker vx ace overworld tilesets4/12/2024 ![]() ![]() Big old blocks of stone make sense for that time period, but not now. *RTP Style? – While I have tried to keep my materials in an RTP style, it seems to me that part of the RTP style is tied up in the setting it represents – mostly pre-industrial and largely medieval. Airplane/bus/subway travel could either be on the world map in a vehicle, or in a map used in a common event showing passengers seated on the airplane, etc. Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. But a smaller vehicle would be needed on a world map. On the world map, a 32x32 (or slightly larger) vehicle may be used.Īs you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. ![]() Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. *Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city. Industrial areas may have boggy run-off areas. *Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. They are High Rise, Old Towne, Industrial/Commercial, and Suburban. * Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. ![]() zip file and get to see some add-ons and guides of usage.Features of the Resources/ Suggested Mapping Approach: If you somehow want to repost, link back to this thread. ![]() If you are to reshape, recolor or edit somehow the tiles from the pack that were made by me, please don't take credit on your own and link to this page or my personal art accounts: /raxec14 and /raxec2 Same, if you'll use my tiles, credit me as Raxec. For commercial projects, they're free to use as long as I get a free copy of the game. Free to use in your Noncommercial games. zip, I point out which these are and which were made entirely by me There are some tiles from the pack that were taken as such from the original RTP (you should own VX Ace in order for you to use them). All packs are based and organized as the default tilesets the software comes with. If you notice any weird shapes in the building of your maps, lemme know so I can repost a needed edit. I couldn't upload a demo image of a map but here we are. This is my first attempt for pixel art but I've learned a lot by watching videos and reading anatomy of tilesets and how they behave. I wanted to bring some variety to my game by adding some textures on my own and not to depend so much from Kadokawa RTP –as sometimes it's hard to get really cool and modern tilesets for VX Ace nowadays, or even assets in general. Most of them follow the same pattern for default tiles from Outside or Dungeon pack. I decided to give a little bit of contribution to your making with a tileset pack. ![]()
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