I would still handle the larger pictures with meta-data ("Object 7 consists of tiles 32, 33, 34 forming shape 4"), but if you want to store them as pictures then still make them multiples of 32x32, because you'll never know how the original artist was placing it in the grid if you remove the transparent frames - some of those pictures need to be off-center to fit on other tiles that are used as tables or similiar situations.Īnd if you store those tiles as pictures with multiples of 32x32, simple grid positioning will fit it to the tilesheet - perhaps you'll need a bit storeage to indicate which tiles are already used, but that's it. The editor simply cannot handle other sizes, and the passage settings would also be impossible to handle. If you were to place other tiles into that free zones, you would have to either pick each tile single, or delete the other tiles after placing on the map.Ģ) All tiles will be multiples of 32x32 pixels That is because the editor can only select multiple tiles if they are a complete rectangle - even it an object looks like a T, any tileset creator I know of will still make it into a rectangle, letting the bottom edges both be transparent even if there is enough place for other tiles there. However, there are some assumptions that you can do, even if storing the content independently: I completely agree - but that's why I said you need to store the sequences of tiles, not the content. Because you cannot remove that transparent frame without getting in a lot of problems.
![rpg maker vx ace tileset creator rpg maker vx ace tileset creator](http://4.bp.blogspot.com/-3jpsuY76MCw/U3YO5zktILI/AAAAAAAADvQ/WOH7mTmjbug/s1600/RPG+Maker+VX+Ace+Tilesets.png)
So what you need is not some way to store the non-consistent used part of the consistent tile-grid, but a way to remember sequences of consistant tiles that have been used by the artists in a way that hides that consistency with a large transparent frame. And if you try to leave that grid because some tileset made a 4-tile-sequence of about 50x50 pixels (but with a transparent frame of 7 pixels to each direction, because the engine forces it into a 64圆4 pixel-sequence of 2x2 tiles), then you'll end up with a lot of problems, because everything in the engine enforces the 32x32 pixel grid for B to E tiles. However, a lot of artists either used only part of the 32x32 pixels, or combined several tiles to form non-regular tiles - from the viewer's side.īut no matter how the tileset creators use the existing grid, neither the editor nor the engine can leave that grid, and for them the B to E tiles are ALWAYS rectangles with a fixed size of 32x32 pixels.
![rpg maker vx ace tileset creator rpg maker vx ace tileset creator](https://i.pinimg.com/originals/d8/35/83/d83583acba84eb889e22d17eaca84453.png)
When the program is loaded for the first time, or if you haven't previously chosen an RPG Maker folder, you will be notified that there are no folder configured, and that the program is defaulting to the included tiles folders.Ĭlick to expand.You misunderstood something here:ī to E graphics are consistant, they are always rectangles and they are always 32x32 pixel large - from the engine side. Feel free to edit if you do not like the boring gray grid. NOTE: The included PNG graphics files are for the background grid - removal of these will NOT break the program, but you will have no grid, only a cyan box.NOTE: Under no circumstances should you delete or modify the included XML, config or SDB files - this will break the functionality of the program.Load the program by double-clicking the RPGMakerTilesetBuilder.exe. This is an ongoing project with each release currently adding additional functionality. The RPG Maker Tileset Builder is a program made by me to help facilitate the creation of customized tilesets from existing tilesets for RPG Maker VX Ace. For current information, please view the page available at Catball Games. Please note that this post may not be kept up-to-date. Use of the XP tiles can be achieved by adding the parent folder (RPGXP for Steam users) to the folder manager. I hope to provide updates in the next couple of days.
![rpg maker vx ace tileset creator rpg maker vx ace tileset creator](https://i.pinimg.com/originals/c7/7b/0c/c77b0c2e179353016a64a21fd57d0596.png)
Please forgive the lack of updating the documentation - it is late at night. Upside: my existing tileset data will be usable. At this point, I plan to support MV (surprisingly easy), and we'll see how it goes from there. I'll need to be able to work on something to keep from getting totally rusty. At work, I'm going to be transferred out of programming for 3-6 months, as some of my other skills are needed elsewhere. I plan to start from scratch(ish) on a new version in the coming months. NEW: Now supports RPG Maker XP tiles to be used in VX Ace! Animations and autotiles placed on their appropriate tileset type will be automatically modified to work as animations and autotiles on VX Ace.Įdit: Two fixes on the 25th - one to prevent a crash and one to prevent locking out of a tileset loaded for editing it may now be overwritten when saving.