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Showing posts from 2022

Rpg Maker MV MZ and VXace tilesets now compatible

 In the last version of the tileset i have code the autotiles used by the latests versions of RPG Maker MV MZ and VxAce so with this all tilesets available for all the editions of RPG MAker will be available to be used in the game tool, or in the different tilesets. This has been way more difficult than expected cause I have found several bugs that i wasnt notice and they were really hidden in the code, there is still a couple more remaining i need to care about. The main difference between rm2k and rmxp and the newer versions is that the older versions uses a 2 auxiliar tiles and a 3x3 tiles to generate the autotiles and the newer versions uses a 2x2 tiles. The main challenge was to make it in a way it was completely compatible with the previous coded system to not make all the core from zero only for this kind of tileset and it has worked like a charm. It has been made also posible to be added using the profile editor, here is a gif showing it.

Merging images to add new tiles to palette

 Now its possible to merge several images to add new tiles to the palette, the players can add as many images as they want and select in which place they are going to be placed. The images will be added in the order set always trying to keep the initial image constraints. The cool thing is that players can import new tiles without breaking existing maps if they are clever in which position they place the new images. On the example this is done by adding the new images at the bottom cause the image is vertical, but in horizontal images it will be better to add them at the right.

Color key application

 The tool will allow the users to edit assets on the fly to adapt them to their needs.  The first feature implemented regarding this is the color keys, so if a tileset has a color as backgrounds instead of being transparent the tool can remove it for them

RMXP Tiles

 After fixing several issues the profile editor is able to import RMXP tiles which are bigger than the tiles that have been using till now. The following gif shows how is the process to import this tiles, assign the profile to the asset and create a new map with the new profile

Tile profile editor

 A whole new profile visual editor has been coded the gif tries to show everything but it's a bit hard to understand without guidance: In the properties section, players are able to set: The size of the image How many columns the tileset is going to have The tile that will be used as a no-image so it should be a transparent one The tile that will be used as a background, so the tileset will paint it when a new map is created The layers are the different layers a map using the profile will have The types is the sections of the tile, on this case we can see the sections are splitted between the floors and the objects Alones, are single clever tiles, they can have a group so clever tiles thinks they are the same and don't break the tile. Example, cascade, so it's possible to place it in the water without breaking the water clever tile because they have the same group. Squared, are the clever tiles that uses the shape, full, corners, and a square. Lines, are the special rm2k an...

Editor Optimization

 The editor was having several issues handling maps bigger than 60x60, so after a long research now its able to handle maps 5000x5000 way more than any RPG maker Here is a video where you can see the scroll, the number of each tile is written on each tile and also every 100 tiles a number was drawn using the green tile