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 [TUTORIAL] Creating your own Tilesets for VX 
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Post [TUTORIAL] Creating your own Tilesets for VX
RPG Maker Tutorial

Topic: Creating Custom Tilesets
Creator: Melchior M. Philips
Version: VX
RGSS(Scripting): No
Difficulty: Beginner

Tiles are 32×32 pixels in size and divided into 5 sets(A, B, C, D and E). These Tilesets can be found in Graphics/System.

Before you can make your own Tiles, you have to know how they work.

Set A

These are the ground tiles. most of them are autotiles(tiles that automatically create borders around them)
Image
A
Representative Tile(tile shown in the editor)
B
Patterns with borders at the corners
C
Group patterns (these form one group with the 8 along the outside and 1 in the center)

Part 1(TileA1.png)
Measures 512×384 pixels.

Image

A
Ocean tiles. The tiles will be animated if 3 of the basic autotile elements are placed next to one another.

B
Deep ocean tiles. Tiles in this block are the only ones to create borders when placed next to other tiles from Part 1. Block A tiles are automatically displayed in the transparent parts of this block.
Just like Block A, the tiles will be animated if 3 of the basic autotile elements are placed next to one another.

Boats cannot pass through tiles from this block.

C
Autotiles used to decorate the Block A ocean tiles. Block A tiles are automatically displayed in the transparent parts of this block.

Neither boats nor ships can pass through tiles from this block.

D
Autotiles used for water. The tiles will be animated if 3 of the basic autotile elements are placed next to one another horizontally.

Block E
Autotiles used for waterfall tiles. 2 horizontal tiles form a group pattern, and will be animated if 3 or more are placed next to one another vertically

Part 2(TileA2.png)
Measures 512×384. As shown in the figure below, it consists of 4 rows of 3 block pattern
Image

A&B
Autotiles mainly used for general terrain. It can contain 3 patterns, with the pattern on the left being displayed in the transparent parts of the patterns in the center and on the right.

The center pattern has a "bush" attribute, which causes it to be displayed translucently over the bottom 8 dots of the character graphic. However, in Block A (woods tiles), the following 8 types, including the bottom right and bottom left corners will not be displayed translucently. In addition, characters whose file names start with a "!" will not be affected by the translucency effect.

Also note that airships cannot land on the center and right-hand tiles.

C
Autotiles that do not form borders with other tiles.

D

Autotiles that do not form borders with other tiles. These are mainly used as autotiles that represent tables. When placed, the 8 dots at the bottom of the pattern will be moved downward.

These tiles have a "counter" attribute. If placed between these tiles, a map event triggered by the confirm button can be activated, even it is not directly next to the other tiles.
Image(like so)

Part 3 (TileA3.png)
Autotiles that are used for the outsides of buildings. It measures 512×256 and consists entirely of autotile patterns (8 horizontal and 4 vertical).

When 2 or more tiles from this part are placed together vertically, the tile on the right will automatically have a shadow generated for it. The only tiles that have automatically generated shadows are those in Part 2 (not including C) and Part 5 (not including lines 1 and 2).

Part 4(TileA4.png)
Autotiles that are used for walls. These are also used for the "Generate Dungeon" option in the Map Properties. It measures 512×480. It consists entirely of basic autotile elements and group patterns (8 horizontal and 3 vertical).

When 2 or more tiles from this part are placed together vertically, the tile on the right will automatically have a shadow generated for it. The only tiles that have automatically generated shadows are those in Part 2 (not including C) and Part 5 (not including lines 1 and 2).

Part 5(TileA5.png)
This measures 256×512. be sure to put 8×16 tiles in this file. The tiles in this file will all be treated as normal tiles. The 3rd, 5th, and 7th tiles are used for floors in dungeon generation.

Tileset B - E(TileB.png/TileC.png/TileD.png/TileE.png)
These sets are treated as the top layer.

Each measures 512×512. Be sure to put in 16×16 tiles in each file.

IMPORTANT!
- The topmost tile in Set B represents the top layer with nothing in it, so it must always be left blank.
- Set E is for user-added tiles, so it is empty by default.

I hope this has helped you creating your own Tilesets!

Cheers,
- Melchior M. "The Tiled One" Philips

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Sun Aug 23, 2009 6:57 am
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Post Re: RPGmaker Tutorial: Creating your own Tilesets for VX
jesus dude where did you make all these tutorials from?

from scratch or did you copy and paste them from another forum (that you posted there) ?

also ... wow if you know all of this please tell me you've made some tile sets.

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Post Re: RPGmaker Tutorial: Creating your own Tilesets for VX
Ryon wrote:
jesus dude where did you make all these tutorials from?


Trial and Error.

...especially Error.

Ryon wrote:
also ... wow if you know all of this please tell me you've made some tile sets .


Can't say I have.
Well, nothing worthy of showing off at least.

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Post Re: RPGmaker Tutorial: Creating your own Tilesets for VX
Now I know what to do when making a FREAKIN' TILESET!!! THANK YOU!!!

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Post Re: RPGmaker Tutorial: Creating your own Tilesets for VX
LegatoSkyheart wrote:
Now I know what to do when making a FREAKIN' TILESET!!! THANK YOU!!!


You're Welcome.

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