![]() ![]() Doing anything else with it is like hammering a nail into your own hand while using that same hand to hold both the hammer and the nail. Because that's the only game it's designed to make. LockeZ The only reason to use RPG Maker 2003 over RPG Maker MV is if FF4 with half of the features removed is the exact game you want to make. It's better to have technical problems that you have to solve than to have technical problems that every player has to solve RM2K3 has technical problems that the player has to solve. Your aesthetic will be lost if the game looks impossibly tiny or weirdly stretched out. Making up for both of these problems, though, MV's fullscreen mode works much better on modern computers, preventing the game from getting distorted, which is extremely important to people with high screen resolutions. Windowskins also require a little effort. As has already been said, the font is the worst part of making MV look 16-bit, but there are pixel fonts you can use, and plugins to let you use them. ![]() Note: The plus signs (+) are located on these sheets to help you remember that you need to add the two numbers together to get your tileID.The only reason to use RPG Maker 2003 over RPG Maker MV is if FF4 with half of the features removed is the exact game you want to make. These look like three nearly-identical autotiles, but are actually treated as one autotile.)Ģ) Look on the correct autotile type numbering sheet to find the autotile shape you want, and add the corresponding number to the starting TileID. (Note: A1 autotiles contain animated autotiles. You can even place this image over top of your tilesheet to help you out. There are three different types of autotiles: floor, wall, and waterfall types.ġ) Find the starting TileID and the autotile type from the tilesheet numbering sheet. For each tile you'll need to consult two images the tilesheet numbering sheet and the autotile type shape sheet. To make it easier, I've made a set of images to show you how to find your autotile TileID. (Note: There are only up to 47 unique shapes, but one shape repeats to give the math-friendly number 48.) Secondly, each autotile corresponds to up to 48 different shapes. First of all, the tilesheets are NOT numbered in a straightforward left-to-right, top-to-bottom fashion. Here are the tile IDs for the autotile sheets:įiguring out your tileID is somewhat more complicated for an autotile, as you might expect. I assume room was left here for future growth, but that's only a guess. This is also true for TileIDs 1664 - 2047. Here are the tile IDs for the non-autotile sheets:Īnd here are some template PNGs you can lay over your tilesheet PNG image to see the numbers directly!įor those paying attention, your eyes are not playing tricks on you TileIDs 1024-1535 do not correspond to any tilesheet (at least as far as I can tell!). (Note: Therefore, TileID 0 always corresponds to a blank tile!) Then we proceed left-to-right, then top-to-bottom, through the B tilesheet, then C, D, E, and finally A5 tilesheet (being the only non-autotile A sheet). This means we start with TileID 0 on the top-left tile of the B tilesheet. Strangely enough, tile IDs start with the non-autotile sheets first. The value of the TileID corresponds to a particular tile from the tileset. The number's position in the file corresponds to the grid location on the map. TileID: A number stored in a map data file that tells the game which tile from the map's tileset to draw in which location. Tileset: A collection of tilesheets defined in the editor, that can consist of up to nine tilesheets designated A1, A2, A3, A4, A5, B, C, D, and E. Tilesheet: One PNG file containing multiple tiles or autotiles arranged in a predefined pattern, with no empty space between the tiles. ![]() For MV, a tile is a 48 x 48 pixel square. Tile: One square on the default map grid. Requirements: RPG Maker MV, a reason to know the tile IDs This info will most likely be useful for scripters, though has just released an awesome new plugin to change a map tile during your game, and this can be useful for her plugin as well. Tutorial topic: TileIDs, including Autotiles!īrief description: I'll be going over how to determine a tile's TileID (which is used in the map data file) using the tilesheet and the shape of the desired autotile (if applicable). ![]()
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