设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 93|回复: 0

[制作教程] Chipset composition

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    前天 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    4446

    主题

    864

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    22899
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    28239

    灌水之王

    发表于 2026-7-6 20:35:01 | 显示全部楼层 |阅读模式
    This is a tutorial on how the chipset/tileset/tile set (however you want to call it) graphic works.



    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).

    Spoiler



    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.

    Spoiler



    The third tile in the first line contains the "+" part of the autotile.

    Animation tiles:

    Spoiler



    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/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-14 14:26 , Processed in 0.064189 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表