3/11/2024 0 Comments Rpg maker vx ace tileset script![]() ![]() While not scripting, you could go the parallax mapping route to completely remove the majority of your decorative events. My starting village has 4 overlay maps, for a grand total of 20 tilesets!ģ. ![]() By the way, it's not even limited to 1 overlay map per base map. Im looking for links to that already exists if possible. Resource Type: Any tiles that would go into the B-E Tileset. You could add those trees and other decorative events to tilesets, make an overlay map using them, and free up a ton of events. EDIT: This isnt for a whole tileset, just a small few tiles or tile edits.No commissions, just possible already existing resources. It basically lets you overlay multiple maps over one another, allowing for one map to use any number of tilesets. You could use this to free up the event limit by spawning any commonly-repeated events, such as your trees. You can use this script to spawn events created from a "template" event. However, if you're willing to use scripts, a few workarounds open up. Since the 999 event limit is enforced within the editor itself, I feel it's very unlikely you'll find a way to work around the limit from a conventional standpoint. ![]() Who would know how to script this type of thing? Tsukihime or Yanfly maybe? Thus, you have total control over exactly what tiles you move around on and do NOT need to change maps or replace Tilesets. In order to get Boats to work correctly, I had to do a lot of stuff just for making Passable work. My intentions are so specific that paying for a script to be made would be the best option (I'll hopefully make my money back when I publish this game). My Vehicle script (once released) wont be for novice users because it has so many features. The only other option would be to somehow make the tree sprites appear on the map without an event while also being impassable. So if I made certain parts of code run (for example) by having an event activate when a player reaches a certain coordinate, I would still need more than 999 visual events to make the game worth it to a modern gamer who expects a lot for what they pay for (my game IS commercial by the way) AND (i suspect you saw that) my english isnt much. I never made any class of tilesets or pixel art (or anything), so, im learning making tiles on my own. Im learning everyday how to upgrade my skills with new tiles. And if I split the huge world into separate maps, it would ruin my game because 1., remaking a map that took me 5 months to design would be a nightmare, and 2., my game has some odd game mechanics (from events to scripts) involving things like teleportation, situations automatically happening off screen, day and night cycles, ect. So, im Kauzz, im Brazilian and i make tilesets since 2015. Most of the events have the graphic of a custom tree sprite I made, and I do this because the tileset options are too limited to let me add an extra vegetation-related tileset sheet. These events aren't used to trigger commands, they are only use for graphical purposes. ![]()
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