So, technically, yes you can modify the game to use 192x192 tiles, the editor would not be able to properly display these tiles. Again, if you were more familiar with the tool you are working with you would know this.Ĭharacter sheets need to be formatted appropriately, but so long as the formatting is correct, the sprite can be any size you want.Īs Tridium already mentioned: The editor cannot be modified. AI isn't going to make the game for you, so I hope you at least have some photo manipulation skills otherwise there is going to be inconsistencies in your map and weird artifacts.Ĭoncerning sprite height, it can be any size you want. Reading some more of your post, I see why you flooded the forum with pictures.
![3d rpg maker pastebin 3d rpg maker pastebin](https://i.ytimg.com/vi/kDkqOUwPxpo/maxresdefault.jpg)
Whatever method you go with, the main goal is to familiarize yourself with the tool you are using so that once you begin work on your Dream Project™ you aren't accidentally using a hammer to drive a screw. Some users have even suggested as a challenge for learning the engine you recreate the opening hour of your favorite game. This first simple game doesn't need to be super long or complex maybe just set a goal for about an hour of gameplay. However, not to discourage you from your dreams, but if you are new to RPG Maker, I recommend making a simpler game just using the default functions of the engine first (including the 48x48 tiles). In this case, you will draw your map in multiple layers as png images, then have the engine rasterize the images together through either a plugin or show-picture command + the "parallax background" map option (imo, plugin method is way easier). So, alternatively, yes, is parallax mapping. However, this plugin was for working with tile sizes smaller than 48x48. The alternate tileset folder was read by the game and holds the *true* tileset the game will render, while the original tileset folder holds the 48x48 tiles so that they render visibly in the editor (with some visual artifacting from scaling the tiles, of course) Shaz's MV plugin worked around this limitation by using a different tileset folder. But there may be other code that assumes those sizes.Īny thoughts as to which of these approaches might be the best?Īs Tridium already mentioned: The editor cannot be modified. You could try increasing those values to allow larger base tiles. In Tilemap.js, there are constants like `tileWidth` and `tileHeight` that define the base tile size. You could implement a custom tile renderer that takes the tile size from the map data and renders tiles of any size. The built-in tile renderer limits tiles to the predefined sizes. Use a tile renderer that supports arbitrary sizes: Modify the code that loads the tileset images to load larger images if available.ģ.2.
![3d rpg maker pastebin 3d rpg maker pastebin](https://s.softdeluxe.com/screenshots/98/98830_4.jpg)
To increase the maximum resolution, you'd need to provide higher resolution source images.
![3d rpg maker pastebin 3d rpg maker pastebin](https://i.ytimg.com/vi/8GlCquwbVVg/maxresdefault.jpg)
The tiles are loaded from image files defined in the tilesets. Here are a few ways you could modify the core.js file to increase the maximum tile resolution: Try to make a plugin to achieve this myself.Ĭlaude think I need to do this to achieve that. Just buy RPG Maker MV and work on my projects with RPG Maker MV until they fix this issue in MZģ.