So for sake of clarity, and now that you've given me more insight, let me eliminate my first scenario of taller sprites, instead I'll just focus on enlarging not only the sprite but also the tiles to match. Secondly, so it seems like the only consideration, besides aesthetics, is designating the tiles to work properly with the x,o and star thingy (that is what you guys mean by star tiles correct?) Or parallax mapping with, for instance, Yanfly's Grid-Free Doodads plugin. Despite these restrictions, it seems to be working quite well for me so far! =)Įdit: one (possibly rather extreme) alternative is simply to have every star tile replaced with the top of a tall character sprite, e.g. Similarly, moving from gateway to non-gateway will immediately render your character on the lower layer, hence the adjacent gateway regions. When moving to a gateway tile you will immediately be rendered as though on a higher level, so it's best to map so you can't move to a gateway from a non-overpass star tile. Place a gateway region on the passable ground, and on adjacent passable tiles.Place overpass regions on the relevant star tiles.I'm currently using Kadokawa's OverpassTile plugin (see your dlc/KadokawaPlugins folder) to get around the problem I'll attempt to explain my approach. Marmalade mentions a plugin that explicitly fixes this, but this is the only one of which I'm aware, and it seems to have issues: To clarify not how to make them but rather what they will break in project.Īs mentioned, the main issue will be star tiles. It seems to me this would break a lot of things in the engine and its mechanics and interactions that are all based on 48x48.Ĭan someone give me an overview of what exactly is entailed if someone wants to implement taller sprites, or custom enlarged assets, and have them work as expected. If one were to make custom LARGER sprites and tiles, and drop them in, is there also nothing else that needs to be considered for all of the rest of the games functions to look and act properly? Is there no other considerations that need to be taken for these things being brought into a project where the tilesets (and everything else) remains the same? Is it really as simple as make them taller and drop them in and everything looks and acts just fine with the rest of the vanilla game? So the idea of the taller sprites I see people making hurts my head a little bit. Examples are okay in moderation.I hope this would be the section where the most people with this knowledge would frequent. Please direct people to this post instead of reposting the original templates! Unless the links go dead, of course in that case, share everything, share often.I have no additional terms, but I'd love to see what you make with them.Mack / Loose Leaf: The walking characters are heavily edited Mack / Loose Leaf, whose TOU are translated here.RPG Maker: The battlers and the MV-head template are edited MV RTP, so not available for use outside of RPG Maker.If you have an idea on how to improve them, let me know! These are tall character templates based on the Looseleaf/Mack character generator from the Vx/VxAce days. I made these for my own use but thought someone else might be interested as well.
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