![]() ![]() This means we start with TileID 0 on the top-left tile of the B tilesheet. Strangely enough, tile IDs start with the non-autotile sheets first. The value of the TileID corresponds to a particular tile from the tileset. The number's position in the file corresponds to the grid location on the map. TileID: A number stored in a map data file that tells the game which tile from the map's tileset to draw in which location. ![]() Tileset: A collection of tilesheets defined in the editor, that can consist of up to nine tilesheets designated A1, A2, A3, A4, A5, B, C, D, and E. ![]() Tilesheet: One PNG file containing multiple tiles or autotiles arranged in a predefined pattern, with no empty space between the tiles. For MV, a tile is a 48 x 48 pixel square. Tile: One square on the default map grid. Requirements: RPG Maker MV, a reason to know the tile IDs This info will most likely be useful for scripters, though has just released an awesome new plugin to change a map tile during your game, and this can be useful for her plugin as well. Tutorial topic: TileIDs, including Autotiles!īrief description: I'll be going over how to determine a tile's TileID (which is used in the map data file) using the tilesheet and the shape of the desired autotile (if applicable). ![]()
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