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Ace rpg save editor
Ace rpg save editor












ace rpg save editor

But using the current collision system it's easy to create huge worlds without performance issues.Ībout the types of collisions there are 3 types:īlock collisions for a full collision tile. But probably I will include also in the future an option to generate a collision mesh. It's faster than using Box2D and you can see it works fine with the player character in the demo. But if I found something that works I will include it.Ĭollisions works really fast, as using the world position it's easy to check the tile type and them if the position is inside a collision area. Tiles are not shaders friendly, as they have to tile with neighbors and that is not possible using other filtering mode than Point. But in the future I will take into account including a layer manager for more complex maps. I found this configuration optimal for creating a map easily without complications about create and manage extra layers. * Overlay: for tiles over player and other tiles But the current map tiles are placed in 3 layers: You can add as many layers as you want and set an sprite depth to them. option to drag select some object on layer and add them to library for later use scatter tool with option to constrain to tiles and not and no overlaping option option to place object not only on tiles, especailly usefull for adding some detail and breaking repetitions adjustable drawing circle/squere to quickly make bigger area, clean layers etc. Option to place object on layers, First layer, background, second plants, rocks on alpha, third clouds above everything or whatever, and you can lock layers to prevent them to be change option to place prefab in library so you can make more interactive objects like expploding barells, torches with particle and light attached etc. + random rotation tile, this could be also use for more randomization Make option to select couple tiles and randomly choose from them, like 5 different floor tiles one normal and other with holes and damages, + ability to set how much those tiles will appear like clean tile 80% other 4 only 20 etc Very good sir I was doing something simmilar I mean game not editor When writing a Mapexporter in RGSS, to export a RPG maker Map as TXT, would it be possible to import into that editor? i ask for project conversionĬan the tilemap be readout by Api to ask for tile IDs, Terain_id, Region_id.etc?Īlt + Mouse = Disable Grid to place pixel based! Option to render the complete map as PNG in original size? (like mapbuilder scripts in RM) What is the maximum tileset length, since the VX/VXAce Sets are extremely limited - and RMXP Sets can be of any height that's possible by PS. Possible to change the grid (using 16*16 or 8*8 or 96*96. What's the maximum Map size (RPG Maker has 500*500 Tiles) What world direction? (XY or XZ, or both?) Support for Shaders? (bumpmapping, fxaa?)Īny chance to get RmXP Tilesets and Autotiles workable too? Fast collision systems based on tile type: wall, fence, block.Including player and enemy controller with support for RPG Maker Charsets.Including a 2D pixel perfect camera to avoid artifacts due transform or zoom precision.Procedural map system to help you to start creating a map.Optimized for creating big maps and low draw calls for a good performance in smart devices.Fast Path Finding using coroutines and different heuristics( NEW v1.07).With collisions and minimap integrated and everything needed to create a game faster.​ Autotile map editor for RPG games or anything you want to create.














Ace rpg save editor