Using pre-rendered graphics as tilesets in RMXP. - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Tutorials (https://www.save-point.org/forum-19.html) +--- Thread: Using pre-rendered graphics as tilesets in RMXP. (/thread-3318.html) |
Using pre-rendered graphics as tilesets in RMXP. - zerodin - 03-30-2011 One feature that VX has that I wish XP did is the ability to use panorama's instead of tilesets for your maps. Being a graphic artist, but not a pixel artist, this irked me. So I found a way around this limitation! Render your background at any height, but with a width that is divisible by 256, in the case of my example I did 800x768. Next you take your pic and chop it into 256 wide sections, in my case it took three. You stack the sections vertically and save. Import it as a tile in XP, and reconstruct it in sections. The end result will look something like this.(I added some trees to use as middle layer objects for my example). The best part of all of this is that it requires no scripting. Just patience! I plan on doing a more complex version of this later on. But I wanted to share my basic technique. RE: Using pre-rendered graphics as tilesets in RMXP. - MetalRenard - 03-30-2011 Wow that's really brilliant. Niiice RE: Using pre-rendered graphics as tilesets in RMXP. - RosyPosy - 03-30-2011 this is something I thought of too.Im just o lazy to actualy do it. Also Objects would be a hassle. its too easy for objects and sprites to look out of place. For instance those trees. they look like they had lighting issues when pasted there. not to mention that sprite looks like he landed in an alt dimension RE: Using pre-rendered graphics as tilesets in RMXP. - zerodin - 03-30-2011 Thats because I rendered the tree independent of the previous scene. If I had rendered it with the same lighting setup as the rest it would have looked better, I also haven't rendered a replacement for the character sprite yet. I think probably the easiest/fastest thing to place into a game is replacements for the enemy battlers. You only have to render one frame, and you don't have to really manipulate it very much. I plan on releasing a pack of those for public use. RE: Using pre-rendered graphics as tilesets in RMXP. - MetalRenard - 03-30-2011 I suggest using this script: http://www.rpg-maker.fr/index.php?page=scripts&id=133 with this kind of graphics. It's in French, sorry, but it is really very good. I'm suggesting this one because one of its features enables you to define a convergence point on the map and your character gets smaller and smaller as they get closer. It's brilliant for use on that kind of map for the perspectives. It's also really good for fluid movement (pixel movement, 8 directions, jumping, height maps...) RE: Using pre-rendered graphics as tilesets in RMXP. - zerodin - 03-30-2011 Only problem is that it can't be opened with the latest version of RMXP. RE: Using pre-rendered graphics as tilesets in RMXP. - MetalRenard - 03-30-2011 Oh he used the french translated version. Poo. http://www.archive-host.com/files/931369/a08e9c1c50947e2f254c6ea8c4e7ea85d3fa04dc/RGSS104E.dll Here's the Dll for that version of RM. You may only need this... |