![]() ![]() If you have VX Ace already, you're fine, but otherwise I'd advise not using these until you do. However, it is worth noting that unless you've bought a copy of VX Ace and the agreement that comes with it, then it isn't legal to use these. If the Forum Wizards like Shaz or Archeia say that posting these are against the forum rules for whatever reason, I'll take this post down as soon as I can.Ĭredit would be nice, but not necessary (seeing as I'm just enlarging the RTP Tilesets, as opposed to making them from scratch). !Door1 (These are technically tilesets, yet not, so.)Īnd I made a green door for myself, so if you're interested, then go for it. World_A2 (those freaking trees took waaay to much energy) Or, the no-black-hole version if you're like me and don't like the random and out of place black hole. Or, if the half-missing trims on blue carpet bothered you as much as it bothered me, here's the alternative I made. Outside_C (Same as Outside_B-might be weird, lemme know if you notice anything.) Right off the bat they have a TON of vine groups, spiderweb covered items (say for an abandoned forest camp) Dwys has a few modern things like gachapon variants, and an ice box.(say for a gas station) and a few candy based things that could be used for say a Handel and Grendel like story. Lemme know if you notice anything weird.) whtdragon has a TON of tilesets and goodies to look through. Outside_B (like the Dungeon_B tile, these might need some work. Outside_A4 (And now this is really really big and I'm not sure how to fix it.) If you noticed some pixels out of place somewhere, let me know and I'll fix it.) If you notice anything weird on something specific, then let me know.)ĭungeon_C (Same applies to Dungeon_B. It is possible but a lot more difficult (and risking lag due to the number of commands needed) to make a cycling animation this way, but I really suggest you start using the automated animations for such part, even if they have only three instead of four elements.Or, if you're like me, and don't like the random black patches in the walls.ĭungeon_B (This is the one I've been using for a while, so they may not be as high quality as the others. ![]() That is for example used by door sprites that should open - but it was never intended as an automatic, cycling animation. The third version is what you've been using, with a manual animation done by changing the direction on sprites that don't need the directional sprites for movement. If you check the sprites available for events and actors, you'll see that each sprite consists of 3x4 pictures - three picture (horizontal) for each direction (the four vertical lines).Īgain, the three horizontal pictures are an automated animation - you can see that for example in the !flame sprites. Second, you can use the automatic sprite animation. In the game, the animation for those tiles (mostly water, one lava in the case of world_a1) will cycle automatically through those three pictures, creating the basic animation of the water tiles. You can either check in the help file or use the resource manager to export one of the A1-Tileset pictures, and you'll see that those pictures have a special format with eight groups of three almost identical autotile-segments (each segment has 6 times regular tilesize). That is the only maptile that could be animated. You have to differ between the methods used to animate, and the method you used is usually for limited, non-looping animations.įirst, you can make animated autotiles for the A1 slot of tilesets. Once again, I am sorry if this is a noobish question, but it has been driving me crazy, especially considering the fact that I know how to make custom tiles, custom spritesets, heck, even custom animated cutscenes, but I can't figure out something as basic-sounding as water effects. How do you get rid of that half-second of whiteness in the animation? If I can't and I am doing it wrong, what is the correct alternative? What ended up happening was it animated correctly for a few frames, then went white for half a second before repeating. What I did was I set it to its center tile, then make the event turn down, turn up twice, and loop. The closest I have gotten is importing the water tiles as a character sprite, starting it as an event, then making a custom movement route. It seems like something that should be covered, considering the fact that anyone who wants to make a custom water tile really needs to know this so they can do water effects, but I haven't truly found a from-the-ground-up tutorial yet.īasically, all I need to know is how to animate custom water tiles. I've been looking all over the place, but have not found one post that explains this concept. So.this may seem like a noobish question, but.
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