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Mapping in VX

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I think people are forgetting about the classic SHIFT+Copy technique.  It allows you to get rid of the rectangle and go grab things like the L and + and other shapes.
 
Yeyinde":32179z05 said:
I think people are forgetting about the classic SHIFT+Copy technique.  It allows you to get rid of the rectangle and go grab things like the L and + and other shapes.

Well, I guess that solves the problems with tall indents merging into each other.

I will admit one thing though. VX has the nicest looking RTP i've ever come across in RPG Maker.
 
I did that a long time ago.  (er, that is putting in those files.) If you were in IRC you would know I've been working on this, but I think scripting is needed, and I know nothing about it.

But yeah that is definetly part of it.

Anyway, shift as you place the tiles. This can stagger the walls for people who wanted it.

Honestly, read the help file. All this stuff is in it.
 
I hate the mapping system in Vx D=.. Even i have a hard time, And i played 2k3 or w/e. And yea the mapping system is almost the same expect with more layers.. -.-.
 
Anger...level...rising...

And I don't know about the black tiles. They look nice, but I can't dicide between black outsides or having the outside be the same as the outline.
 
o.o I didn't want this thread to turn into a vicious battle and get a guy banned

;_;


On a lighter note, I made an 80x80 dungen. Teh screenzorz later, when i put some touches on it.
 

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Yeah, deleting a couple of the tilemap_bitmaps and reloading doesn't do anything to the editor; it doesn't even remove those tilemaps, they just bug out and don't load when you start the game.  Therefore I conclude that adding some, no matter what you do with the scripts isn't going to change anything either.  Short of maybe hex editing the game editor .exe in some uber ways, this is not going to change.  I even went through the data files with a hex editor trying to see if there was anywhere where this was editable, there's not.

So doucheface is a doubledouche with meatsauce for 1. bullshitting, 2, getting people's hopes up, and 3. acting like a total cockmastering sack of post-consumer vaginal grease when challenged on it.
 
Nphyx":hkqw5zje said:
acting like a total cockmastering sack of post-consumer vaginal grease when challenged on it.

That is the most unique (and slightly sickening) insult I have ever come across in my lifetime. >.>
 
Luminier":3vp4swy1 said:
Er, and I like the way mapping is handled in VX. It is... simpler?

omgbackontopicthx

It's a bit simpler, yeah.  You just got to think more in LINES than WHEE PRETTY!

I still hold firm to the belief that VX can make a badass Pokemon game.
 

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I think it's probably possible to have multiple tilesets loaded via scripts.  What you'd do is make a table of all your maps with a tileset set for each map.  Then create some folders inside your System/ folder with the names of your various tilesets and place them inside with the appropriate filenames (TileA.png, etc).  In Cache you'd create a new cache type for tilesets.  Inside the Game_Map class you'd compare the map ID being loaded to the map tileset table you made earlier and then load @tilemap from the appropriate folder.

To do the actual mapping you'd have to keep the tileset files for the map you're currently working on inside the System/ folder and then swap them out when you switched to a new map.  The major caveat here that I can think of is that I can't think of any way to keep passability seperate, so you'd have to organize your tiles with the same passability data in mind for every tileset.

So, while it's incredibly circuitous and somewhat limited it's possible.
 

arion

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Nphyx":li4vjqnt said:
So doucheface is a doubledouche with meatsauce for 1. bullshitting, 2, getting people's hopes up, and 3. acting like a total cockmastering sack of post-consumer vaginal grease when challenged on it.
I lol'ed.

I like some things about VX. Things are a lot easier, but they have sacrificed diversity for simplicity, when they coulda' had both SO easily.
On the mapping. It certainly is a different style, and takes a regular RMXP mapper a bit to get used to. I actually like a few aspects over RMXP. For example the style itself is neat. Its a nice change from RMXP. Though i do wish for bigger trees and such =D

Its a lot easier to map, Shift click the hell outta' everything to get what you want.

Something i find strange, is there is no way to see the tags for any of it. The trees have working passabilities, and the grass has bush tags >.>
 
See the little yellow person next to the tilesets?  That's how you set passability.  Dunno how bush tags are set up, tbh.  I think that's something in the program itself?
 

Marcus

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Man, why are you guys still thinking TILESETS??  Panoramas are the way to go here.

Shoot, now I'm motivated.  I'm going to write a proper tutorial on mapping using panoramas.  Since rmxp and rmvx's registration code seem to be backwards compatible, I've actually used rmxp as nothing but a mapping interface and I port the maps to VX because I like the engine and features better.

I'll have this thing done by the end of the week.
 

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Bush tags are automatically assigned to certain sections of the terrain tilesets, it's in the resource specs.  There's no way to set them manually short of changing the script :/

I like the idea of using panoramas, but I think you're overlooking the issues of passability and priority.  How are you gonna walk behind items in a panorama?  Unless you load higher-level objects as a series of pictures, which sounds sucky to me on multiple levels; I could see it working, but I think a panorama & tileset blend might be optimal.
 
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