In this tutorial you will learn...|
More about Autotiles
Their graphical specifications
How to set their properties in the database
Hello again! Welcome to my third graphic resources tutorial - all about autotiles. In this tutorial, I'll be going over how we can make autotiles, how we
import them and how to set their properties in the database.
So, an autotile is a set of tiles that sits along the top of the Tileset in the database, as you've probably seen from my tilesets tutorial a little earlier
on. When you place them on the map, the automatically tile together (auto-tiles, get it?). Stationary autotiles are 96 pixels wide and 128 pixels tall, and have
specific sections. See this one here…
As I said, this is a staionary autotile. You can also have animated autotiles, like the waterfall and lake autotiles. They too are 128 pixels tall, but their
width can be any multiple of 96. When imported into the game, the autotile will run its animation continually. Here is an example of an animated autotile…
You can see that the layout of the sections is the same. You can have as many animation frames as you like - here, four are used, but you can use eight or twelve
if you like.
So, how do autotiles actually work?
Now, this requires a little explanation. Although the tiles are split into 32 × 32 tiles, you actually need to split those in quarters to 16 × 16
tiles to understand how autotiles work. Here is the grass autotile split into 16 × 16 tiles…
In the top left-hand corner, we have the main tile. This consists of the four outermost corners of the large tile below. The middle tile at the top is the main
tile which the autotile will tile with - in other words, another autotile that will tile with this autotile. For example, if you take a look at the waterfall
autotile above, you will see that it has the main tile of the lake autotile here. This means that it will tile seamlessly with the lake.
The top right corner is the inverse corners of the autotile. These are not included within the large set of tiles below, but are needed for the autotile to work
properly, so you have to define them separately here. You can see where three of the four are used in this picture here…
The large 96 × 96 area below is where you draw out the rest of your autotile, complete with corners. When in-game, RMXP takes the 16 × 16 corners and
inverse corners from this graphic, along with some edges and other parts from the graphic below to make a tile that joins with itself in all shapes and forms.
Import your autotile in the normal way: using the materialbase. You probably won't need to set a transparent colour, so just clear the two colour boxes when
importing. Once you've done that, you need to add the autotiles to the tileset that you're using in the database. Go to the tilesets tab, and you will see
down the side a list of boxes under Autotile Graphic. You can select your autotile from there.
When you've done this, you can even see all the different types of joining tile that RMXP makes. Just double-click on your autotile on the tileset, and you will
Here you can see all the different tiles that RMXP generates from that small autotile graphic that we just looked at. Clever, huh? Animated autotiles work exactly
the same, only they have four sets of tiles along for different frames of the animation. As I said, you can have as many frames as you like for the animation.
If you want to have an animation that doesn't tile, for example a bubbling spring or something, you can use just four 32 × 32 squares as an autotile, but
the only reason I can see for doing this is if you need more frames than a character graphic can offer (more on that in the next tutorial).
Now that we've imported our autotile and looked at its expansion, we need to set its options in the database. So, go back to your tilesets tab and find where
you've set your autotile to be. You will see your autotile on the top row of the selected tileset. Now, we can set the passability options for your autotile, and
its priority. Firstly, the passability. You might have noticed that autotiles have three types of passability, as opposed to the usual two, like so:
Now, the cross and the circle function as normal: impassable and passable, respectively. Now, the square is something you might not have seen before. This means
that when the autotile is laid in one line, you can walk through (or under, depending on the priorities) it, and when it has more than one row, you can walk
through or under the top row only. Now, you may wonder why this is useful - but it can be used for canopies. As I said, when combined with a priority of
ê5, it makes a realistic-looking canopy, like so…
You can also set bush flag, four-way passability and counter tags for autotiles, but I can't really see how these would work or be of any use. You can also
use terrain tags, which is more useful. Again, I'll go over the use of terrain tags in some advanced eventing tutorials. Once we've finished
in the database, we're all set to use the autotile in our map.
And that's it for my tutorial on autotiles! Hopefully you've had a bit of an insight into how they're made and used, and how the settings are set and used from
within the database. If you want to learn a little more about the uses of autotiles, try checking out my Non-Auto Autotiles
tutorial. My next tutorial will be on character graphics.
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