November 20, 2009, 07:37:55 PM *
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Author Topic: RPG2003 Tree chipset  (Read 294 times)
D558
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Posts: 4
Registered: Oct 2009

Can someone make a "tree trail" chipset compatible with RPG maker 2003

*I need it as a route to a treetop city
*It needs to have tiles for
     *trails (wooden trails or a smooth branch-like ground for the characters to run on)
     *random branches (big or small dosn't matter)
     *a tree trunk tile that can be repeated continuously
     *Leaves for random bunches to restrict the trail
     *a continuous cluster of leaves for a change of scenery from solid tree trunk (can be the upper layer)
     *I can fill out any extra space with random objects and stuff from other chip sets

If someone wants to also make a tree-top city chipset that would be cool too


As an example I am making rough maps using:

this is kinda a pain because i am using the 2 tile tree trunk which has edges that i have to hide with the 2nd layer tree trunks staggered on top which looks pretty bad
« Last Edit: October 28, 2009, 10:58:54 AM by D558 »
October 27, 2009, 09:40:57 PM
Valiere
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Posts: 962
Registered: Mar 2009

this is kinda a pain because i am using the 2 tile tree trunk which has edges that i have to hide with the 2nd layer tree trunks staggered on top which looks pretty bad

I'm trying to visualize the problem here....Could you maybe post a screenshot of how it looks "pretty bad"? I think I could tweak the chipset to fix it, whatever it is.
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October 29, 2009, 12:10:18 PM
D558
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Posts: 4
Registered: Oct 2009

I'm trying to visualize the problem here....Could you maybe post a screenshot of how it looks "pretty bad"? I think I could tweak the chipset to fix it, whatever it is.

ok so i don't know how to show pics from my computer here (the last one i found the internet souce and put in in 2 {img} brackets so i attached them.  The example you ask for in you post is on the pic Trees. the first "tree" is just the lower tile layer, the 2nd "tree" is what i tried to implement in my game where an upper layer is staggered on top of that lower layer. The third tree is something new i am trying with my new modified chipset.

I have also attached 2 map pics I hope to use in my game.  Treewater is supposed to be a low walkway on a treeside above water (the tree at this point is growing out of the water.  The Treegrass attachment is on the other side of the tree where a branch blocks the way and the characters must enter the tree through an opening (shown as a little indent from the wood/leaves).  This is also NOT the top of the tree, I just wasn't sure how to show that the tree continues upward from this angle. The grass on this map is supposed to be below the walkway.

I have also attached my new modified chipset Wilderness-forest-10,  The new parts are a hanging bridge, a ladder and a dark tree trunk i am trying as a new tree trunk background but it is too dark and it still dosn't feel right.  I have also added 2 new parts over the "Bob the Taco" nonsense that should be used as floor inside the tree.

This is still just a big modified set using my amateur(sp?) skills I hope for a Much better "tree-path" chipset to use as a trail winding up a large tree to a village
November 04, 2009, 09:50:03 PM
D558
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Posts: 4
Registered: Oct 2009

sorry i have to double post it wouldn't let me fit all my attachments
November 04, 2009, 09:51:08 PM
D558
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Posts: 4
Registered: Oct 2009

et
November 04, 2009, 09:52:03 PM
Valiere
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Posts: 962
Registered: Mar 2009

I see what you mean...I'll see what I can do if I have time tonight I guess.
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November 06, 2009, 10:01:28 AM
Valiere
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Posts: 962
Registered: Mar 2009

Okay, sorry I'm so late looking at this again, but I've been busy...It seems to me that this chip has almost everything you need to make a treetop city and probably a path to it, if you know how to use the items. It already has some nice branches and wooden pathways. The only trouble is it wasn't ripped too well, and a lot of things that should be on the upper layer are on the lower layer.

The trees aren't designed to be bunched together like you've been doing them...try separating them. I put the tree trunk on the upper layer...I'll post it after I make sure nothing else needs to be tweaked, but definitely keep the trees as separate entities.
________________________
  We'll ride the spiral to the end
And may just go where no one's been...
November 10, 2009, 05:44:41 PM
Valiere
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Posts: 962
Registered: Mar 2009

Okay, all I did was put the base of the trunk on the upper layer and rotated a couple planks. Had to move a few things around:




I think this chipset is perfect for a treetop town or path...It's a lovely chip. Here's a screenshot I slapped together of what I think it should look like, but it's your call:



The branches are too long to be that low but you get the idea.
________________________
  We'll ride the spiral to the end
And may just go where no one's been...
November 12, 2009, 04:14:16 PM
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