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RMVX's Graphics Limitations...

Kraft

Sponsor

Okay, this is just a topic to enlighten myself (hopefully) and maybe a few others...

For example...  Is there a way to import more than 5 tilesets?  I have heard there is, and there isnt.  And even if there is a script that will allow it... how will that help in the editor?

Secondly, the icons...  I made my pic of icons 512x512 pixels today, and filled it with tons of icons (I have like a million and it was great to put them all into 1 image rather than have to import all millions of them into a game, or pick out the ones that I needed.

But I had a problem...  I could make the image of Icons as large as I wanted, and even in the database click and select a icon way off outside of the 512x512 range, but when I did that it would always switch to a different icon when I pressed okay...  Is there a way to fix that?  I would love to be able to just have all my icons as just 1 large file...

Thanks!

~Kraft
 
The only thing I could personally recommend would be to make events (or create a script that can spawn events based on a certain autotile) for things such as trees and walls, pre-building them as charactersets in a seperate program, and then using the Anti-Lag script to make sure it doesn't cause any lag.

The only downside would be that you'd have to make the graphics outside the program, and do the same for windows and such, but at least then you'd be able to do special effects such as having certain walls/objects see through, walking behind walls, walls/windows/trees that animate, and other things.



...



I think I just gave myself inspiration.
 

Kraft

Sponsor

well nevermind to my question about the icons...

I answered it myself ^_^

The icon image has errors if it is more than somewhere around 500 pixels wide.  If it is wider than that, and you try to choose an icon that is father than 500 pixels from the left side of the picture it ends up picking a random icon from the available ones.

But, I was still messing with it last night and figured out that the image can be any height... and the icons will work as long as they do not go more than 500 pixels from the left side of ths image.

The image can be as tall as you like, and it all works.  (I spent like 2 hours last night putting most of my icons into a master sheet, all in catagories ^_^  it took forever but it works!)

Anyways...  a while ago there was someone who posted a screenshot of the editor with more than 5 tilesets... (it had a scroll wheel at the bottom) and then later that member was banned... (or temp banned) so no one could ask him...  is there a way to do that, or was he having too much fun with photoshop?

Thanks!

~Kraft
 
Everyone called BS on him. First it was "it's a custom script!", then it's "I edited the program!", then he couldn't prove either of those.

BTW, that idea I mentioned earlier, I put it into action. I'll be posting the finished characterset (two walls with matching roofs) plus example demo in the Resource Analysis forum soon. It helps to solve problems with trying to build walls for interiors within VX, limiting where you can walk.
 

Hero

Member

You can never have more than 5 tilesets in the editor (Not a problem for me but it is for a lot of people). As for how to use more than that, KGC had a script for switching them I think. I'm not too sure about how the script works because I never used it, but I think when you're using extra tilesets, the tiles on that extra set must be in the same position as a tile that has the passability you want applied for both. Ex:

X = Impassable
O = Passable

OOOO
OXXO
OOOO

If the two X were desks in the RTP tileset or w/e tileset you're using, and then you replace it with an extra tileset in which a tile you want passable, like a chair on one of those X, then that chair becomes impassable so you'll need to make sure that there are 2 impassable tiles on those X instead of one passable and one not when making extra tilesets.
 

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