02-19-2015, 11:29 AM
Yeah, see, all you're doing there is adding fluff to a limited system. Autotiles can only comprise alone of two layers under certain tileset modes, and only in the A1 set, where it only really applies to long grass, paths, fences, and similar elements, on the same row. If your mapping style or graphics don't mesh with this, the system is ignored.
Events as an extra layer via above/below character, is something that existed in RM2k/3, so I'm willing to go with it, though for common tiles I'll merge them in the tileset. I already have the "beautiful" ""z-level"" script that makes tall sprites display correctly in front/behind certain tiles. In the shoutbox previously I mentioned how with the RMXP map script, it lagged. It runs fine with VXA maps, of course.
And what you're saying about basically "eyedropping" tiles/shift-clicking, that's something I mentioned in my post. I have autotiles that are rather minimal that I then dress up using extra tiles. Here's some rough display:
There may be three layers if you include events, but there being only one in the editor (you have to repaint upper tiles if you want to replace lower tiles) is bound to be a time waster. I do not consider parallax, fogs, or pictures part of the map layers. Fogs and overlays have to be used with caution not to be obscuring.
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Anyway, I spent today trying to get trees to feel right. I would like to work on world-centric stuff next - roadside decorations, cultural things, signs, things that make the place feel unique, but... I have spent all day doing this, so it's late. x .x
https://dl.dropboxusercontent.com/u/1318...k_4_06.png
https://dl.dropboxusercontent.com/u/1318...k_4_07.png
https://dl.dropboxusercontent.com/u/1318...k_4_08.png
Events as an extra layer via above/below character, is something that existed in RM2k/3, so I'm willing to go with it, though for common tiles I'll merge them in the tileset. I already have the "beautiful" ""z-level"" script that makes tall sprites display correctly in front/behind certain tiles. In the shoutbox previously I mentioned how with the RMXP map script, it lagged. It runs fine with VXA maps, of course.
And what you're saying about basically "eyedropping" tiles/shift-clicking, that's something I mentioned in my post. I have autotiles that are rather minimal that I then dress up using extra tiles. Here's some rough display:
There may be three layers if you include events, but there being only one in the editor (you have to repaint upper tiles if you want to replace lower tiles) is bound to be a time waster. I do not consider parallax, fogs, or pictures part of the map layers. Fogs and overlays have to be used with caution not to be obscuring.
---
Anyway, I spent today trying to get trees to feel right. I would like to work on world-centric stuff next - roadside decorations, cultural things, signs, things that make the place feel unique, but... I have spent all day doing this, so it's late. x .x
https://dl.dropboxusercontent.com/u/1318...k_4_06.png
https://dl.dropboxusercontent.com/u/1318...k_4_07.png
https://dl.dropboxusercontent.com/u/1318...k_4_08.png