Charas-Project

Game Creation => RPG Maker => Topic started by: evmaster on March 01, 2014, 10:20:17 PM

Title: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 01, 2014, 10:20:17 PM
So I'm looking at the tiles and chipsets in Vx Ace. I have a problem though. I don't know what many of this stuff is. I've tried searching for any guides that tell me what each graphic is or how it is placed but I haven't had any luck. Does anyone know of a site that tells what is what? :)
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: Prpl_Mage on March 02, 2014, 12:50:33 AM
Huh, a question I can't answer... No, I have pretty much no idea how VX works or the size or texture sections of imported pictures. Sorry.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 02, 2014, 01:59:44 PM
Huh, a question I can't answer... No, I have pretty much no idea how VX works or the size or texture sections of imported pictures. Sorry.

I'm not talking about imported stuff or stuff I create on my own. I'm asking for details on the graphics that came with the game. Sorry if I was not clear.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 05, 2014, 04:58:21 PM
I have since found some notepads alongside the chipset files explaining what each one is. I then made a template for a chipset of my own. Now I just need to know if there are any color limits like rpgmaker2003. I mean, can I go over 256 colors for making anything with Vx Ace?

Edit: Am I limited on chipsets for RpmakerVx Ace? Can I import a bunch of chipsets like rpgmaker 2003? Or is there just the "A B C D E" that I can only use?

Edit:

(https://imagizer.imageshack.us/v2/340x319q90/703/cep0.png)

I have been using this tutorial to try to make my own chipset.

http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/ (http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/)

The top two 32by32 tiles is where my question comes in. I know the left one is the display tile, but I don't know what is the right tile?

Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: Meiscool on March 06, 2014, 08:31:57 AM
Looks to me like it would be a center tile, as in the tile that would show if no edges were present.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 06, 2014, 02:32:41 PM
Looks to me like it would be a center tile, as in the tile that would show if no edges were present.

How would I go about making that?
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: Meiscool on March 06, 2014, 05:17:58 PM
Make it like you would make the upper right graphic of a rm2000/2003 chipset tileset.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 07, 2014, 06:35:33 PM
Okay, thanks.

I still need this question answered. Is there a 256 colored limit for Vx Ace? I need to know before I go deep into making custom anything.

Or can I just save it as png file and import it?
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: Meiscool on March 07, 2014, 07:15:56 PM
I'm not sure. Why don't you try importing a random image that is not formatted to 256 colors and see if that works first.

My guess is that there is not color limit, but I'm not positive.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: evmaster on March 10, 2014, 07:08:44 PM
I'm not sure. Why don't you try importing a random image that is not formatted to 256 colors and see if that works first.

My guess is that there is not color limit, but I'm not positive.

The only problem with that is it will work fine in my rpg maker, but if someone else plays it, the sprite I imported might not work/look right. At least, that is how it worked in 2003.
Title: Re: Rpg maker Vx Ace chipset & tiles explanation
Post by: Prpl_Mage on March 10, 2014, 08:13:09 PM
But that only happens if you don't use the import tool right?