![]() ![]() * Tile A2 / Tile A4 / /Tile A5 (grounds, concrete surface, floor, wall etc. Whether you're looking to create a horror school, or simply wish for a greater variety of tiles, Visustella School Horror Vol 1 is a great addition to your growing library of RPG Maker MV resources. It is this layer we should combine with the copy of the reeds, So the top bits we want to stick out of the water.Visustella School Horror Vol 1 is a well crafted pack to create a school from preschool and up! It features tile sets, character walking sprites, door animations and more! From students back packs to blood-flooding toilets, this pack includes fun details to give your school map some chilling personality and charm. Division Heaven- Home to resources by Archeia and PentagonBuddy, as well as scripts by TDS Emmych's Radical Resources- A resource thread full of pixelly goodies by Emmych Additional Generator Parts + Sprites- exactly what it says on the tin, folks Nice work, Kazzador Liberty's RTP Edits- tiles, sprites, icons and more, brought to you. In other words erase anything that the player will not be able to walk over. Then we need to erase all the tree trucks where the player will not be walking under. If you do want to make it bigger, just multiply the map size with 32. If you want the map to be 17x13, open a new image with the size 544x416. Usally I dont make maps bigger than 17x13 since they are a bit harder to fill. De select the tree layer in the lower tree group so we only have the one in view. For this tutorial I will be using GIMP, but any other program should also be fine. So with the duplication of the trees layer in the upper tree group we can make the next move. It also makes it easier for you to duplicate all the trees at once. I find its easier to combine all the tree layers once you are happy with the placements. What we do now is make a copy of the tree layer/layers. I will highlight exactly what I have done for the top layer(Overlay) in a screen later in the tutorial when we go over making the top layer of the trees for the player to walk under The copy layer of the reeds what we want to do is erase the bits we want underwater, I found the best way to do this for the top later is to delete most of the bottom then select the blur tool to slightly blurr the bottoms so it looks like they blend in to the water. Leaving me with the funny looking objects in the picture. I have erased all the parts of the reeds that I want to look like they are poking out of the water. The mapping thats default in the rpg program (auto tiles) and theres parallax mapping (which is done with Photoshop or Gimp. ![]() Parallax Mapping (Work Flow) This is a good place to start if you're looking to see how other people organize their PSDs - but there's a lot more than that inside I'll go over. On the layer that will be on the base, or under water. Focus on: Types of Shadows, Lighting, Color, Tint and Color Dodge Adjustments. This is so I can get the effect of them sticking out of the water. In the screen shot above I have circled some odd looking objects, what I have done here is to place reeds in the water, I have then created a copy of the weeds and saved the on a separate layer. Il go in to detail on what I have done, why and what tips I have learnt along the way Ok so this is a in game screen of the map I am going to show you to make. If people enjoy and find this tutorial use full, And feel the need a tutorial on it I will quite happily do one on how to implement the maps in to a project using scripts.Īnd a basic knowledge of Rpg Maker VX AceĬredit CELIANNA for the tiles I have used and you don't need any plugin for parallax mapping in MV, most people are just too lazy to use a transparent passability tileset for full options. I have done the tutorial hoping people who will look at it already know how to implement a parallax map and are looking at tips on how to make them. both options are possible depending on the effect you want, but for a background map to work correctly it needs to be parallax size in pixel map size in tiles multiplied by pixel per tile. This tutorial is about the making of a parallax map, focusing on the way I put the map together, It will not show you how to implement parallax map in your project. This I my first tutorial ever so bear with me and let me know what you think ok I have recently taught myself to parallax and after a bit of encouragement I have decided to do a tutorial on the way I make my parallax maps. ![]()
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