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Tile management?

OS

Sponsor

It is possible to reduce the size of the tiles, but it would take a bit of rewriting, or creating an entirely new Spriteset_Map class, depending on how you want it to work.

If you know a bit about Ruby, then I suggest looking at Spriteset_Map to see how it's done, and then altering as necessary.
 

e

Sponsor

It wouldn't be Spriteset_Map, although you might also have to modify this one; the class which manages tiles is called Tilemap, and it's a core class.

It is possible to modify it; I suggest looking into the .chm file that comes with the program and see what you can figure out. Tilemaps are generally the most common ways of dealing with graphical representation (for the world) in 2D games, but Enterbrain's is but a specific implementation; I'm sure many others would be good, or better, or a lot different. Hexagonal tiles, for example, would be neat; but remember the format of the tilesets would also be different.

If you're modifying a core component like that, you're going to do a lot of work both on the scripting and graphical side; I wouldn't recommend it, but if it's necessary, you gotta do what you gotta do.
 
Tank you. I think i will go with the pixelmovement script instead of meddling with the core script but pixelmovement scripts seems to often override class of other scripts for example battle scripts. Is their any good one you would suggest.
 
There was one that I used to have, I found it in the old Zelda starter kit that was either here or at Creation Asylum. They're mostly all the same thing, so it doens't really matter. (And from what I remember, most of them modify the Tilemap class) You might want to look for one that should be a ways back in the submitted scripts. It was fairly easy to use, and extremely customizeable. It would allow you to either create a supplemental B&W image of the tileset to tell it where people could move, or it would extrapolate based on the tileset settings.
 

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