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Rpg maker Xp- Dylstew's Much in 1 exterior(Project included!

I originally posted this yesterday on a dutch RPG maker forum Rpgflag,wich is the replacement for the really popular duth RPG maker community that stopped..... :(
Here it is in english:

This is a tileset i made
It has many Exterior tilesets
But saying where you can and cannot walk takes a VERY long time.
So i already did it for you guys!

If there's a bug say it to me,Because then i can update the download link

Anyways here's the tileset:
V0.2
Bugs fixed:
You could walk trough the first Scarecrow
Mountins Tileset added.

Project(reccomended):
(Change the autotiles or the game won't start)
http://www.mediafire.com/?7cbfpu4efhzmq5i

Tileset ,Imageshack:
http://img194.imageshack.us/img194/8753/91312215.png




Version history
Version 0.1:


Tileset medafire download:
http://www.mediafire.com/?3584rc3ry3bj05l

IMageshack Tileset:
http://img204.imageshack.us/img204/7177/91611914.png

MEdafire Project:
http://www.mediafire.com/?2ffdurd7c090qp4

V0.2
Bugs fixed:
You could walk trough the first Scarecrow
Mountins Tileset added.

List of bugs people found:
None yet

If you really want a tileset to be added,tell me. (I can add it because there's white space left)

I hope it's usefull.
 
While it's always cool to see someone do stuff for the community, I'd just like to add that working with one huge tileset is a way more inefficient method than working with per-map-customized ones. The reason is simple: The graphic has to be completely loaded and processed by the Interpreter, meaning even when you only need 20 out of all these tiles, the complete graphic gets loaded. That's not really efficient, and while not too dramatic on RPG Maker platforms (even though you have a bunch of duplicate tiles in there, which isn't too good), getting used to work more efficient is good practice regarding professional game design (where you sure were pissed off about too long loading times, right? Here's the reason.)
Other than that, I think someone mentioned bugs if you go over a certain number of tiles vertically... I don't remember it anymore, but might want to look that up and double-check with your aspects in order to make sure everything'll be alright with it.
Last but not least, the whitespace you left to add other tiles isn't necessary at all. While it doesn't matter filesize-wise (as you saved it as PNG), your users will have a bunchof blank tiles in their editor window. Besides, if you want to add new tiles, just increase the file aspects and add them then - RMXP won't complain because you changed the filesize, however, you'll have to set the priority for the additional tiles, obviously.

On a side note: Bugs appear in coding, your 'bugs' are mistakes, at best ^^
 
BlueScope":20vkc5he said:
While it's always cool to see someone do stuff for the community, I'd just like to add that working with one huge tileset is a way more inefficient method than working with per-map-customized ones. The reason is simple: The graphic has to be completely loaded and processed by the Interpreter, meaning even when you only need 20 out of all these tiles, the complete graphic gets loaded. That's not really efficient, and while not too dramatic on RPG Maker platforms (even though you have a bunch of duplicate tiles in there, which isn't too good), getting used to work more efficient is good practice regarding professional game design (where you sure were pissed off about too long loading times, right? Here's the reason.)
Other than that, I think someone mentioned bugs if you go over a certain number of tiles vertically... I don't remember it anymore, but might want to look that up and double-check with your aspects in order to make sure everything'll be alright with it.
Last but not least, the whitespace you left to add other tiles isn't necessary at all. While it doesn't matter filesize-wise (as you saved it as PNG), your users will have a bunchof blank tiles in their editor window. Besides, if you want to add new tiles, just increase the file aspects and add them then - RMXP won't complain because you changed the filesize, however, you'll have to set the priority for the additional tiles, obviously.

On a side note: Bugs appear in coding, your 'bugs' are mistakes, at best ^^


What do you mean with loading?
I made 3 maps with transfer player and The game works fine 0.o

I didn't notice anything xD

Oops i called them bugs again xP.

EDIT:
i feel kind of.... screwed.......(It was a pain to do that tileset...)
 
I didn't mean to call it bad at all... only trying to hint you on the negative aspects that people might experience.

As for performance, I can do a lot on my PC that other people can't, given the rather oversized aspects - that doesn't mean it works for everyone else. And yeah, your game might work fine, but the fact stands that you include a stressful factor in your project that will definately help you for making maps, as you don't always have to manually make tilesets for each map, but it might be visible on the final game, which is what you need to be aware of (again, especially because you have lots and lots of duplicates on it, as you just copypasted all of the exterior tilesets above and below each other - it'd be a great deal in usability if you'd sort them by ground tiles, then terrain tiles (cliffs, ...), foliage, houses, whatnot).
 

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