![]() TileA5 Credits and Terms: Non-Commercial Use Only - Aindra, GrandmaDeb (only for steps edits)GrandmaDeb's ModernExterior TileSetįor TileC and TileD use PandaMaru's Street tiles with decor as desired added in the open slots TileA4 Credits and Terms: Non-Commercial Use Only - GrandmaDeb (except top left three roof RTP edits cr enterbrain) But really, get Cel's and Lunarea's stuff. If you seriously want to go commercial with my tiles, PM me. With thanks to many community members for encouragement, support, and C&C TileA3 Credits and Terms: Non-Commercial Use Only - GrandmaDeb TileA2 Credits and Terms: Non-Commercial Use Only - Credit CyangMou, TerraChan, Candacis, IceDragon, GrandmaDeb, EnterbrainĬyangMou's original grass, with flowers, fence, shade/dirty effectsįilled in with Mack and RTP - if you need a set without EB credit, let me know. TileA1 Credits and Terms: Non-Commercial Use Only - Credit Enterbrain, GrandmaDeb (edit from Ace RTP) Special thanks to many friends who offered continuing help, encouragement and support, sometimes at just the right time. *Doors are preferred to be One and a half tiles high, but okay we can find other sizes too. There are small enclosures and equipment on the roof of commercial building.Īnd although RTP walls usually have heavy edges (big wooden beams, pillars, different colored bricks) I just cannot get over the fact that very few modern homes have accents like this (except ones with siding.) So I skirted that RTP style element a bit. Modern homes have lots of broken roof lines (reverse gables) with tons of stuff like pipes and satellite dishes on roofs. Modern homes may have multiple exterior materials (concrete foundation, siding, stone and brick all on one house!) Modern materials are less textured (look at some concrete walls, or adobe (in the South) or the manufactured trims and coatings. Big old blocks of stone make sense for that time period, but not now. *RTP Style? – While I have tried to keep my materials in an RTP style, it seems to me that part of the RTP style is tied up in the setting it represents – mostly pre-industrial and largely medieval. Airplane/bus/subway travel could either be on the world map in a vehicle, or in a map used in a common event showing passengers seated on the airplane, etc. Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. But a smaller vehicle would be needed on a world map. On the world map, a 32x32 (or slightly larger) vehicle may be used.Īs you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. ![]() Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. *Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city. Industrial areas may have boggy run-off areas. *Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. They are High Rise, Old Towne, Industrial/Commercial, and Suburban. * Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. We can do much more effects than what I shown by using several at the same time or just by changing settings.Features of the Resources/ Suggested Mapping Approach: There's also an option to disable them at the very beginning of the script. The opacity of shadows declines with the brightness of the map, ie no shade from the sun at night.Īuto shadows of VX and VXace are managed by this script. The shadows are not above but below all, you can have the head passes in front of a shadow, however characters darken when they walk in the shade. ![]() The shadows are not superposed (which is absurd), but merged. The shadows on the other hand are not dynamic, lights generate no shadow, shadows must be placed manually, much like on VXace, we can consider that they are all shadows of the sun. Thus lights illuminate the night, ie you can set the screen tone to whole black (-255) and lights will act like holes in a mask and will allow us to see the map clearly. There are already a lot of scripts to do that, but my goal with this one is to do something different. This script allows you to display lights effects and shadows.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |