![]() ![]() This is harder to do in VXAce, without carefully manipulating which tiles go on which layer, but it can be fudged by using events (for which you can select a graphical tile, and place over top of the actual map).īut that's not all. And, as far as I can surmise, RMXP used a system that involved many more layers of graphical superposition so you can, for example, lay the mast down over top of the ship's deck. I had to modify the actual dimensions of the tileset file so it works in VX Ace. However, for the ship tileset, I'm willing to make an exception, because there really aren't any satisfactory alternatives that I've come across. Anyhow, the fact that XP uses two tile tall characters means a lot of the graphic proportions are unsuitable for a game designed with VX/Ace. Personally, I prefer the one tile standard, even if it distorts the character more, because it more accurately reflects the graphical style of the classic Final Fantasy RPGs I'm drawing most of my inspiration from, and that was one of the compelling reasons that led me to get my hands on VX Ace when I had passed on many of its RPG Maker forebears. Also, XP used a graphical standard where the characters were two tiles tall (I think I've seen people refer to it as "mack", but I don't know what that means), instead of the "chibi" one tile square standard that VX/Ace uses. Plus, as far as the battler graphics are concerned, there is way too much emphasis on humanoid enemies (as opposed to more animal-based enemies like my game requires). XP is further removed from the VX series, so you'd think it might have more options, but the drop in quality is considerable. Well, it turns out that VX's graphics are very similar to VXAce, only a bit more primitive, and barely anything new that VXAce doesn't already cover. I'd be happy with more in the same style, so they all look consistent, but there's just not enough included with the program. Like, for example, the battler graphics (graphics for monsters you fight in encounters), are good enough, but the variety is too limited. Well, I thought, hey, this might be a way to grab some extra materials to develop with. And I realized in another light bulb sorta moment that, just like you can download the RTP for RMVXAce, you can do so (on the very same webpage) for both previous versions of the program RMVX and RMXP! And then, you'll have access (in your Common Files) to all the default tilesets, graphics, music, etc. It turns out that a previous version of RPG Maker - RPG Maker XP - did have a ship tileset. I found a couple custom tilesets designed by fans, but they leave a lot to be desired. Trouble is, RPG Maker VX Ace does not include a tileset to be used for designing ship maps. Well, in my work on the harbor town I'm designing, and the nearby sea shrine, it came to me that I'm going to need to have a scene on board the ship that your group eventually acquires the reins to. ![]() ![]() Although in the first Final Fantasy, there was no separate map to indicate being on board the ship (or airship), I seem to recall one in Final Fantasy IV (probably just before the entire gang got attacked by Leviathan), and there were certainly scenes of that nature in Final Fantasy VI - even more so if you include the airship. They make interesting lights if your team is exploring an underwater cave.The on-ship cutscene is a staple of classic RPGs. Ships and planes can be either interesting background props or the entry to bigger maps! Plus you get crates, a cannon, anchors, gold pieces, skeletons and more to decorate the wreck areas. Over forty different rock structures of different shapes and sizes – some are already decorated and ready to go! In shades of blue, pink and purple in various sizes – don’t forget the brain coral! Over sixty types! Hanging moss, scalable kelp, sea grasses and more will create a lively landscape. 4 types of stairs, herringbone tile, wood plank, and rusty metal plate tiles!Ĥ wall types in 3 colors! Includes 4 matching roof types in each color.3 colors of thick grasses and barnacles.NEW: improved edges on ground tiles for a more natural winding look! Plus special tile edges on E to break up the monotonous square look! Just stamp them on top to make your paths and wall edges.4 basic ground types in 3 colors – blue, brown and muddy green. ![]()
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