![]() ![]() (MV uses the same structure, only 150 the size of the VX and VX Ace autotiles. Because there is a better way to number the parts of an autotile if you know how it is used in the game. This is especially true if you're using a custom UI. and modify your template (more specifically your numbering) with that info. You must credit TonbiTobishima-Factory and KADOKAWA CORPORATION. and distribute them with credit as follows. You must use these materials for RPG Maker series. You must not distribute this material as it is. Try and lock this down first, because changing it afterwards when dealing with 2D tile and sprite based graphics is a nightmare, as you end up either cutting out our creating extra material to match your display. You must have legally owned an RPG Maker MV license. I hope that helps you to make an informed decision on how you'd like your game to look and play. ![]() Of course, different displays have different maximum resolutions and, depending on whether the image is filtered and smoothed or not, at lower resolutions images will look either blocky or blurry, as there's less information being displayed in the actual physical space of the screen. This is a resolution 2160 pixels top to bottom, divided by the 48 pixels of one tile top to bottom. If you were working in 2160p (aka 4K), you'd be able to see a whopping 45 rows of tiles across the screen. This is a resolution 480 pixels top to bottom, divided by the 48 pixels of one tile from top to bottom. The only thing you have to do is make sure all cells in the sheet are the same size, and that you have a or dont have a depending on how many characters (at 3x4 cells) can fit in the sheet. If you were working in a 480p resolution (480 pixels from top to bottom), you'd be able to see ten rows of those tiles across the display of the full screen. MV uses 48x48, but with character sprites, you can go as large or as small as you like. ![]() So for example, tiles in MV and above are 48x48 pixels square. Screen resolution refers to the quantity of pixels which can be maximally displayed across a full screen, therefore - in 2D artwork at least - directly affects the amount of information you see, which sounds like what you want. You need to change the resolution of the game using a plugin. Screen Zoom is a great solution if you have small spaces which don't need to scroll, but it'll be more work than it's worth to actually make a full game playable whilst zoomed in due to the fact the camera tracking, boundaries etc still work on the assumption you can see what the game's resolution sees. ![]()
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