Chipset composition
This is a tutorial on how the chipset/tileset/tile set (however you want to call it) graphic works.http://i.imgur.com/X7BL3as.png
General:
Each tile is 16*16 pixels.
You have to choose a color which will be treated as the transparent color if your image editor can't use the transparent color (usually represented by checkered).
Lower layer:
Nothing special. You are not required to have a transparent tile as the last one (nor anywhere else), that's a misconception.
Upper layer:
The first tile is usually the transparent tile (or we can call it blank tile) and is placed by default in every position of the map. (So if you have something else there, a rock for example, the map will be filled with rocks.)
Fun fact: If you remove every hero from the party, the default graphic is also the first tile in the upper layer for this "no hero party".
Autotiles:
3*4 tiles. The first line is special, the remaining 3*3 part contains the base (edges, corners, center).
Spoilerhttp://i.imgur.com/Xo9aPDZ.png
Now the first tile in the first row is what appears in the editor. The second tile is the first tile of another existing autotile and they stick together. For example.: You have shadow in an autotile and you have shadowy grass in another autotile. If you draw the shadow, then draw the shadowy grass over it, the shadow will stick to it as if you drew shadow and not the shadowy grass.
Spoilerhttp://i.imgur.com/ZOozhIV.png
The third tile in the first line contains the "+" part of the autotile.
Animation tiles:
Spoilerhttp://i.imgur.com/44F80dh.png
These are set up in a very unusual way. The first two 3*4 tiles blocks only contain the boundaries of the water and they share the center which is located in the third 3*4 tile block. The rest of that block contains the darkened water.
Boundary first line: Animation of the corners, these are cut up to 8*8 pixels pieces by the program.
Boundary second and third line: Horizontal and vertical sides.
Boundary fourth line: "+" shape.
The fourth 3*4 tile block is split to 3 1*4 parts and they have a 4 frame animation, so you can have only 3 animating tiles. (Animations are usually contained in charsets.) When any of them are placed in water or near water they act as part of the water autotile, so don't be alarmed when you place the campfire and the water changes.
本贴来自国际rpgmaker官方论坛作者:Farkas Ürdüng处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/chipset-composition.41286/
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