![]() Show your hero’s childhood home full of homemade toys and delicious food, visit farms where corn, eggplants, and turnips are grown and sold as stat-boosting treats, and search ruined villages for clues to who summoned the monsters that destroyed it!Ī1, A2, A4, and B-E sheets offer up warm and worn tiles to make your towns and villages feel lived in. Pick up the KR Wizard's Hideout Tileset and create magical bases where your heroes can learn new skills and find useful items, or create an evil wizard’s hideout tucked under an unknowing town!Ĭreate a comfortable village for your heroes to grow up in with the KR Everyday Town Tileset! Kokoro Reflections is back with another tileset pack, this time inspired by calm and peaceful villages full of thatch roofs and private plots of crops. Use these MV/MZ-sized tiles in your favorite engine to build crystal-filled caves or small alchemical labs tucked away in the corner of a dungeon if your game doesn’t include magic. Shelves stuffed with potion bottles, scientific equipment modified with magic, and scattered candles greet your heroes as they slowly creep through the doorway, revealing towering crystals of green, blue, and purple surrounding an intricate dais and a small bedroom area shoved into the corner. Send your heroes into a cave where patches of grasses and moss slowly fade away as they go deeper and deeper, until only mushrooms and small shards of crystals sprout out from the ground and a worn path appears to lead to an arch topped with a large green and blue gem. A2, A4, and B tiles cover stone cave walls and floors, interior walls made of gray stone and decorated with shimmering crystal pillars, and all sorts of bits and bobs to fill a room with an air of magic. Hope this one helps you.Sneak away from the hustle and bustle of cities and dungeons for a short break to practice magic with the KR Wizard's Hideout Tileset! Kokoro Reflections has put on their wizard hat for this tileset pack, offering up mystical crystals and furniture to turn any room into a wizard’s home. If you want it static, IT HAS TO BE THE SAME GRAPHIC. Remember though that the A1 three patterns of water, create animation. You HAVE to fit them in A1 A2 and A4 and A5. If you create mountains, grounds, forests, etc etc that work properly on patterns, Grass AND sea tiles change according to what is near them. Now put grass to 2,3,7 and then put grass to 5 and 10. Let's put sea to all the grid, from 1 to 15. It selects the centered tile on the grass pattern. Because ALL neightbour tiles are the same. If you are about to put grass green ground to 8, it will not have brown edges. Let's say that we put grass green ground to Tles 2,3,4,7,9,12,13,14 EVERY tile expands in a different manner according to the neighbour tile types. Layer 2? You are above the ground and play with B,C,D,E.ī,C,D,E works like "What i see is what i get"īlock A on the other hand, works like "What i see is more than meets the eye. Layer 1? You will occupy a LOT of space on B,C,D,E to expand ground. In that case you need a program that manages graphics correct.Ĭommercial products also fit for the job, but there are also nice free ones.īUT before starting doing it the hard way (editing graphics) think what you wanna do. Yes? Well how about drawing over them, graphics i am gonna use?" Patterns do not apply outside block A.īut you will be able to do stuff like that.įirst though you should think about some things.ġ] "Are there some graphics i will not use on a tileset? You will have to do the job for each tile seperatedly. How? Get the ground tileset, and add it in that place. The real question is, what do you wanna merge together?įor example you can use B,C,D,E differently to add more grounds. If you put a D tileset to do an A tileset job, strange things will happen. So there must be a lot of tiles to define how things work. If you use a tile for ground, its behaviour is related to the neightbour tiles. The entire tileset "Outside_A1" is the first 16 tiles (the two first 8-tile-lines) of your tileset in the database. ![]() On the main window on your map editor, you see ONLY 1 tile for each pattern. The outcome will be drawn stuff of the tiles occupy the squares. ![]() In that section you can put whatever tileset you want. Now go and look the default "Exterion" set of Tilesets in the database.īy default on a new project it is tileset with id #002 in the database. You want to use on the SAME MAP both Tileset1 and Tileset 2. So in the database, you can use the same tilesets you got, in different groups. Now the confusing thing about Tilesets in the database, is that it is SETS of tilesets.Ī1, A2, A3, A4, A5, B, C, D, E. Read my reply carefully and you will be fine.Ī tileset is called a set of square tiles. Inuit i think i understand your question. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |