![]() ![]() Available in 3 sizes (16x16, 32x32, 48x48), ready for any engine! Single files for EACH furniture sprite, divided by theme (for a total of thousands of pngs) The official Character generator tool is included with the complete version Character generator system: create countless characters piece by piece ( 100+ outfits, 200 hairstyles, 80 accessories and 9 skin colors available) with tons of animations available ( idle, run, gift, shoot, punch, pick up, read a book, lift, throw) Modular tiles for walls, floor, carpets, tables etc. 100 + f rame by frame made animated objects (.gif and spritesheets supplied) Thousands of furniture with different versions and styles ![]() One of a kind asset (no poorly made zelda/pokémon rip-off here ) Living room, waiting room, reception, bathroom, bedroom and kid bedroom, classroom, library, music store, private and public gym, art atelier, fishing shop, halloween party, witch house, kitchen, conference/lecture hall, basement, man-cave, Christmas, grocery store, bakery, butcher's shop, fish shop, plant shop, flower shop, jail, infirmary, control room, canteen, hospital, morgue, japanese house, clothing store, museum, ice-cream shop, TV studio, condominium 1600x900 is another common screen size that cannot be used without problems because it is not a full multiple of 32x32.+2000 hours of work poured into this asset This huge asset will provide you with everything you need for your interior areasĮasily match many interior designs, such as: Since the 1080 cannot fit as multiple of the tilesize, using that as a screen size will result in the distortions I wrote about. But one of the currently more common monitor screen sizes is 1920x1080 - that would be 60x33.75 tiles in Ace-size. With a tilesize of 32x32, screen sizes of 640x480 (which is 20x15 tiles), 960圆40 (which is 30x20 tiles) or similiar are multiples of the tilesize. That has something to do with how the computer stored 2-dimensional data (because the computer itself can only handle one-dimensional sequences). In MV, you need to use the full size tilesheet even if there are only a few dozen tiles on it and the rest transparent, because somewhere in the engine the calculations expect the tilesheet to be of normal size and they fail if trying to find the correct data on a smaller tilesheet. In Ace, if you had extra slots on the tileset that you didn't need, you could simply place those snippets into the tilesheet slots and they usually worked. But usually most artists only make and distribute a few tiles each, resulting in a lot of tiny sheets of a dozen tiles or so. But the engine can get confused trying to display half tiles if your screen size is not a multiple of 32 or 48 (depending on what you set the plugin full tilesheet contains 16x16 tiles. Even if you don't need all tiles on a sheet, fill it up to full size with transparent or white placeholders.ģ) screensize should be multiple of tilesizeĭon't use a screen size that isn't a multiple of your tilesize - again a display calculation problem, although it usually works when the maps are larger. This one is new to MV, but if you are using incomplete smaller tilesheets in your tilesets, the display can go wrong. No Maker ever (that I know of) could handle maps that are smaller than the screen size without errors - it just wasn't as visible in older makers because they had a top screen size they couldn't pass.Ģ) use only full tilesheets for your tilesets If you change the screen size (especially when making it larger), you have to make your maps larger as well. There are a few things you can try, because those have been shown to affect the display in different and strange ways:ġ) minimum map size is screen size in tiles. ![]()
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