Rpg maker vx ace tileset tutorial2/7/2024 ![]() (I will only fully map one room, but this way you can see the room distribution and planning and how space would work around multiple floors.). We’ll make it a wide building with two floors and the central area longer than the rest. For the sake of this tutorial, I’ll make an interior map, a church. Depending on the map, plan on other floors too. With that in mind, set down a barebones of how the rooms are distributed and what is in each room. You can later modify this as needed, but it helps to know how to organize the maps and what direction to map towards. Now, what’s the point of the area? Is it a cutscene? A boss room? Is it only a glorified corridor to transfer to the next area? Is it a place where a secret npc/item/monster shows up? Does it NEED to have certain features or support some gimmick or puzzle? If it’s a complex area (more than one map) you’ll want to think of a rough idea of how they are connected. What are you going to be mapping? A city, a dungeon, fields? Each work differently, so it’s important you set on that first. ![]() Step 1: General setting plan Take a piece of paper. While I use the ACE engine and the RTP for the examples, any engine that uses an editor and a tileset should be the same (heck, you can probably apply this to parallaxing too). I’ll be assuming you know the mechanics of the editor (shift clicking, the shadow tool, etc). The answer is being practical, using the editor, and practice. Some people asked me the typical “How do you do it?” or commented “You’re fast”. I’ve mapped and mapped and mapped, and not for myself (to me it’s harder to laze about when it’s something for other people) and I’ve grown somewhat confident in my mapping skills. So, since lately I’ve been doing nothing but mapping (what with the writing muses being on vacation). ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |