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XP: How does an autotile read animation?

G'day everyone. Well most of you who remember me probably know me as the person who offers help then losses access to the internet, comes back a year later and forgets he was meant to be helping people.-_-

Yep unfortunately that is me, but this time I need to ask for help.

So while I'm semi-decent at pixel art, I am horrid at scripting. Anyway what I need help with is for RGSS in rmxp and it's how Autotiles work. Now before you stare at me with a blank face what I mean is where and how does it read that every three tiles horizontally is the end of the set and any sets after this is an animation add on.
at_tile.gif

lets call a piece like this part 1

in a typical animated autotile it has 4 parts

how does RGSS read the A,B,C,D sections of parts 2,3,4 to be the same as one but overlapping frames.

I want to know this as I am tired of the restrictions given via autotiles and I want to make an entire animated tileset where it reads in a similar way to an autotile. What I mean is where the tileset would still be read as a 256 pixel wide shape but be 1024 wide with it being four framed animated.


Sorry I'm not all together good at explaining what I mean.

ps I want to make the script myself preferably. I'd just like to know how the autotile works because I want to use this script in a commercial game I'm working on. Though I know I may inevitably have to hire a scripter but I'm trying to avoid that.

Thanks in advanced. :smile:

edit: PPS: sorry if this is in the wrong section.
 
You are in the very right place to ask this, and the answer is pretty easy as well: Tilemap class.

Now you'll probably wonder why there's a huge chuck in this post still coming if the answer'S already been given. Well, the problem is that Tilemap is a hidden (aka non-accessable) class within RMXP, hardcoded most likely in a different language than RGSS. In other words, you can't simply modify it to your needs. However, you can overwrite the corresponding class with your own, creating a script that does exactly the same, or more (, or less) than the original one.
Since doing that is something only a few attempted and even fewer have succeeded in, let me point you to Sephiroth's Tilemap Class Rewrite, which - luckily for you - is RMXP-only (while at it, please label your following threads with the corresponding badge). That's a functional one that should give you ideas about what is going one, as well as lets you modify it to your needs. As far as I'm aware, there is another Tilemap rewrite for RMXP, but you have to look for that yourself (and preferably post a link in here), because I'm not sure who made it.

Hope this helps.
 
Of course it would be a hidden script. Argh.

Thanks mate this did help quite a fair bit. It means I will blow my no spending money budget so I can purchase said script for commercial purposes but It's better than me trying to re-write a script I can't see. (I have difficulty just with menu scripts)
I gather you mean Sephirothspawn, I will search for it. Thanks again.

Also I forgot about the badge thing, been a while since I've been here and made a new thread. I will keep that in mind.

Thanks a heap BlueScope! :thumb:
 
I meant SephirothSpawn, of course ^^" And depending on what conditions he has tied with his script, you might be able to use it as a basis for yours, in other words: If you go from his Tilemap edit - which shouldn't be that hard - and the Tilemap thing is free to use even in commercial projects, then you're good without spending a cent. You should also know that there's scripters out there who script for a warm handshake and don't always want large amounts of money ;)

And, you're very welcome.
 

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