Mix and match resources from different tilesets, including moving a resource from one B-E slot to another. Sets all passage, counter, ladder, bush, damage and terrain data just the way the artist intended them to be. Pulls tileset images into correct slots - no more wondering why your map isn't being drawn the right way when you've put the images into wrong slots. In the meantime, as the artists are able to provide the files, they'll be added to this thread. VXATileset files, so when you buy tilesets from the store, the settings file will come with it, and you will be able to load them quickly and easily. Over time, resources packs on the store that include tileset resources for Ace will include these scripts and the. These two companion scripts allow a tileset creator to export all the settings from the Tilesets tab into one or more files to distribute with the resources, and for users to allocate a tileset, specify which settings file to use, and import all the settings in one quick, easy action. But there's the importing of images to be done, the allocation to correct slots, the setting of passage, counter, ladder, bush, damage and terrain data, and heaven help us get it right the first time! But, even with the "how to use" text document.I have no idea how to use it.We all love getting new tilesets for our games, and can't wait to get them installed and start using them. I found another script by the same user and from what I could gather from the demo, this might help my problem cause it gives me the ability to zoom in. It still doesn't quite solve the problem i'm having. And while the game looks considerably better in full screen thanks to the full screen++ script.
I'm currently using the full screen++ script and the Yanfly core script in the game. But that just opens a whole new can of problems. I tried doubling the size of the tile graphics so they take up 4 tiles instead of 1. I could make the character sprites as big as I want, but it means nothing if the over world around the characters still looks so small. Would you agree? I've tried all sorts to make it not look like "squint-O-vision" but still keeping the window at that resolution. It could be an illusion created by the tiles around it to made to look like they're the outline of the inner tile.Does that make sense? Sorry, i'm probably wording that horribly.īut anyway, the point i'm trying to make is.I think my game looks a little too small. I've found that they're about the same, but OFF still seems to be a little larger? Then again. Hm, I did some tests by overlaying the screenshot of my game with the screenshot of OFF. In addition to handling fullscreen, it also allows you to double/triple the overall screen size, which is kind of like a zoom: Am I just reading it wrong? Just looking for clarification.Īll that aside, maybe this will help? This is the script I started using after screen size complaints with my games. Not counting walls, yours is a 6x3 room with a 1x1 alcove on the left, theirs is a 9x8 room with a 3x2 alcove on the top. I mean, it just seems like they're two differently sized rooms with the illusion of one being bigger because it's a simpler art style and the character sprites are a tile-and-a-half tall. Take for example that little alcove on the left edge of yours - that's one floor tile with two wall tiles above it, right? If you layer that over the other image in an editing program, it lines up perfectly with its own 3-tile-high spots, pixel for pixel. I mean, it seems, to my eyes, that they're rendering at the same relative size. I'm honestly a bit confused looking at these.