![]() But another more complex question came up then.how does this affect Ship and Airship passibility? How does that work for the A5 tileset? I have tried it and it seems at a glance that all tiles on A5 are impassable with a Ship. And no, I have no transparent stuff on A5. I‘ve just been using A5 and then B to put rocks, cliffs and stuff. So what I‘m wondering is.are there any major drawbacks when using only A5? I need very few tiles for each map so I don‘t need to fill a whole tileset template of different graphics. If I make a move in a certain direction later I might need it for some maps but then I‘ll just have to master that. Also, and maybe more importantly, I don‘t think I need any animated tiles. Tiles are just tiles and nothing fancy about it. My graphics for this particular game is extremely basic. So on this project, I have no need for autotiles that I think of. I could just put my custom tiles wherever and they appeared in that exact spot in the editor. Then I came across Tileset A5 which did what I wanted in this case. I just couldn‘t handle trying to make out how autotiles worked and stuff when trying to make my custom tilesets. So when working on a game some time ago on Ace, I stopped trying to work with tilesets A1-A4. It‘s questions I presume have been asked before but I found it difficult to find exactly what I was looking for. I have some speculations about the A tilesets. If you left click on a registered troop, you can also copy or delete it using the context menu.Hey guys. Specify the following content in the window that appears when you double click the blank within the field. Troops that randomly appear while the player moves around the map. The content is used only in the editor and does not affect the game. Here you can freely add notes when creating your game. Also, when you add a "!" to the beginning of a parallax background image file name, the parallax will become 0. However, the way it is displayed may differ in the actual game. When you enable, you can check the parallax background that you set in the editor. The higher the absolute value, the faster it will scroll. If it is a negative number, it will scroll right/down. If it's a positive value, it will scroll left/up. Also, by setting the scroll to a value other than 0 (-32 to 32), it will automatically scroll. When you enable or, the parallax background will scroll according to the movement direction of the player. Select the file you want to use in the window that appears when you click. When enabled, a player cannot dash on this map.Īn image that appears in the transparent part of the map. When the map and battle BGM is identical, the music will not stop when switching between screens. Select the sound files for each that you wish to play. When enabled, BGM (background music) and BGS (background sounds) will start playing automatically when the player is on a map. Set this value low when you want monsters to appear more frequently. This can be set between 1 and 999 steps, where one step equals the movement distance of a single tile. For other maps, a background which uses a processed image of the map screen will be used.ĭetermine the frequency of random encounters by setting the average number of steps a player walks on the map before an encounter occurs. When not specified, a background that conforms to the terrain on the field will be automatically selected. When enabled, the background when a battle occurs on this map can be designated using a combination of two types of images. Loop Both Both the upper and lower, and the left and right edges of the map will be connected. Loop Horizontally The left and right edges of the map will be connected. Loop Vertically The upper and lower edges of the map will be connected. When you set the map to loop, the edge pairs of the map that you designate will connect and allow the player to loop from one edge to the other. When making the map smaller after creation, parts which extend beyond the new size will be deleted.ĭetermines how the map loops. The and can each be set as a value between 0 and 256. Specifies tilesets to be used in the design of the map. The name of the map that is displayed when the player moves onto that map. This property is used only in the editor and does not affect the game.
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