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Mapping in VX

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SPN":2egtdtng said:
Yep, right click with Shift held, and left click somewhere with Shift held.  Just found that out as I read about it.

I feel inept. I hold shift and right click the auto-tile I want to place, let go, and then hold shift and start using left click to place it on the map. I'm still only placing the center/neutral version of the auto-tile. Is there something I'm doing incorrectly?
 
are you releasing shift in between the 2 commands?
maybe that's the problem...
I'm not sure though, I don't have any problems with it.
 
Yeah... it's not even doing anything at all, and I'm keeping shift held down... >>

*senses bullshit*

EDIT: Oh, I see what you mean.  It has to be already on the map.  Wow, that is useful. :eek:
 

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Yeah if that's still not clear, here's what you do:

First, use your autotile to create the tile that you want in another location (for instance, you need a tile with an edge on the bottom and no edge on the top, drag your autotile into say a 6x2 square).  Now hold down shift and right click on that tile; this selects that particular tile.  Keep holding shift down and click where you want to place the tile.

It is a bit annoying that there's no autotile expansion, so if you want a rare or obscure tile assembled you have to actually create it on the map somewhere else first.
 
I think the cliff is too straight, but I dont know how to change that in VX... Experimentate a bit with cliffs, since I didn't used VX a lot. Or add some more detail to it, makes it quite better looking.
Oh, and the river is at the top is left exactly the same as right, nature doesn't do that.
 
Darkfire":o9kbd86c said:
actually, that is very similar to an inn from final fantasy.  my only beef with it is that your seperator walls are one tile high, but your exterior walls are two.  you should want a consistant look.  this goes back to what I was saying about ledges oh so many pages ago.  if your cliff is two tiles high, you want your ledge to be one tile high with another tile of cliff wall behind it.

I had actually wanted to show the kind of styles you could make with the program, although I'm still learning from it.  I made the Inn in a similar style to that of Final Fantasy because thats what the RTP graphics remind me of, the PSP remakes of FF1&2.  Lastly, thanks for the tips everyone! I'm very sure one of us will master this program and make deadly maps with it.
 
I love the mountain/cliff, Mr_Smith, it looks really detailed.

Here are my last two maps I'm going to submit to this thread, so that the true pros can take over:
Upper half of the Town

*images deleted*

All of this is for users new to RMVX looking for some tips from myself, and you guys.  Thanks for any feedback!


NO this is NOT the mapping improvement thread! Take it to the mapping academy mapping improvment thread! Thanks! ~Raven
 
Map 1:
Maybe does the roof look weird because that sword thingy (couldn't come up with the right name) is right above the door.
Map 2:
Yea, maybe. I don't think it would stop a war. But preventing the player to leave the town, I think it's high enough.

Conclusion: Nice maps. Go on with this!
 
I must be the only one that can't stand that type of house. :\ It just looks weird to me. Especially when the wall, and roof add up to only two tiles high.

I prefer the old Dragon Quest styled houses, such as those featured in that trial game(Black Lion Crest, or something to that affair). House interiors on the main map is a pretty snazzy way to map.
 

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I think it was called Buried Book or something. Maybe there were a few that did it. I haven't got them all.

I wanted to do inner/outer in my XP project once. ^^ However night scenes meant I had to recolour the tileset in certain areas instead of using Screen Tone. Which is nicer I think, but it takes up room having three versions or more of  one tileset. Not to mention the pain of editing it to add new tiles. x.x
 
Luminier":2fk8nn04 said:
I must be the only one that can't stand that type of house. :\ It just looks weird to me. Especially when the wall, and roof add up to only two tiles high.
God that part was pissing me off. I think the house's should at least be two-tiles high, one tile high doesn't make that much sense to me.

VX wasn't meant to do that kind of cliff mapping.  Yeah it looks alright, but if you look at it, the shadowing is messed up.
... Yeah I just hate this mapping system. ;/
 
VX wasn't meant to do that kind of cliff mapping.  Yeah it looks alright, but if you look at it, the shadowing is messed up.
Well OK, I cant see it from that small picture but I'll check it.
EDIT: I see what you mean. The shadows aren't everywere... Damn editor.
 
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