For a while now RPG Maker VX has been limited by its mapping system. By default, RPG Maker VX can only use one tileset, or A1-A5, B, C, D, and E files. Also, the map editor is a bit limited and could do with more features. I have started creating a new map and event editor for RPG Maker VX. It will include everything from RPG Maker VX that has to do with mapping and eventing and more. Tilesets will be handled a lot differently, as well as the Tilemap.
Tilesets are setup as follows(note - this is open to change, suggestions are welcome):
There will be a database editor to create tileset profiles. Tileset profiles include 4 directional passability, bush, normal passability,
There are 5 layers of tiles:
1st layer is ground - consists of 6 animauto and 6 auto
2nd layer is 2nd ground - consists of 6 animauto and 6 auto, and singleton ground
3rd layer is singleton ground and singleton animated tiles (technically to patch terrain changes, but be creative)
4th, 5th layers are B-E
B-E tilesets are compiled into a set like rmvx
There will be one layer of events. The animated autotiles, autotiles, and animated singleton autotiles will be in individual files, for easier access, sort of like in RPG Maker XP. An image giving a view to this layering system has been created:
A list of new functions to be added to the editor:
Line and Shape Drawing Utensils
More Comprehensive Redo / Undo System
Map Testing(the ability to instantly test the map, just choose a starting point, then go)
Rectangular and Circular Areas(possibly)
Enabling / Disabling View of Map Layers
Larger Range of Map Sizes(2x2 up to ???)
More Comprehensive Parallax / Fog System
Full View of Events on Map(toggle on or off)
More Effective RightClick Menu, able to define event prototypes like chests, etc.
More Functional Zoom
Event Editor Below is a list of event functions to be implemented(the defaults and new ones). This can and most likely will be added to.
Messages Show Text Show Choices Input Number
Game Objects Control Switches (numerical or string) Control Variables (numerical or string) Control Self Switch (user inputs the key)
Event Flow Conditional Branch... Loop Break Loop Exit Event Processing Call Common Event... Call Other Event... Label... Jump to Label... Comment...
Party Management Change Gold... Change Items... Change Weapons... Change Armor... Change Party Member... Form Party...
I need the community's help in making this program the best it can be. Ideas, suggestions, features, all are welcome. As well as general input and suggestions, help would be appreciated too. I need images, icons, and possible coders who are willing to help out. I will be updating this thread soon to include all specifications and such for these resources.
Suggestions on tileset setup
Suggestions on options, features, etc
Graphical Support, like icons, etc
Converting the default RTP to the style needed, eg. splitting A(1,2,3,4) into separate images.
Support If you would like to support this project, here is an example of and code for my support bar~
Alright, here is an example of Animated Autotile format; if a $ is found in the tile's filename, 4 frames are used, if not, 3 frames are used. Here is an example of a 4 frame: Scratch this, autotile format will be introduced in a bit. A three frame one would just cut off the last set(All I did for this example is copy the second frame as the fourth, in reality it'd be a different frame entirely).
Scinaya, that would be awesome if you could split the RTP up. If you could decide on (a) set(s) to do, and notify me, I could make a list of what needs to be done in one of the reserved posts
EDIT: I'll make a mockup of the layering system and tiles in action soon.
@Avatar Although I admire the thoughts, this is not a new RM, and I'm definitely not a god XD This just (severely) enhances RPG Maker VX's mapping and eventing systems. All database, script, etc things are still accessed by rmvx's default editor.
@quigon & inika Thanks, guys
Also, as for a release date, none is set as of right now, but I have the basic GUI technically finished, including but not limited to: *Menus at the top *A toolbar, status bar *Some inkling of the map view finished(not the map itself, but files in a folder map view, like the bottom left of RMVX, the map selection area)
This seems too good to be true. One question, though: would it be possible to add diagonal passabilities as well as the up, down, left, and right ones? I think doing that might make the maps a little smoother and not so blocky.
Hello, monsieur. I do believe I am in love. Would you perhaps like to get married?
Haha, in all seriousness: thank you for creating this. This is sure to be fantastic, and I am so excited for it's release! This is going to help out so much, brah. You're a rad dude for making this. c':
EDIT: So, wait - am I reading this right? We will be able to swap put tilesets like in the RPG2000-XP days?
This post has been edited by emmych: Feb 21 2011, 08:42 PM
It'll die! Nah, people will still use it I bet. Anyway, thanks for finally posting this. I am a omb of ideas that explodes at...random times. Y'know this by now. BTW TO MAKE EVERYONE FEEL BAD! I already beta tested it, and it was EPIC
@KaptainJ - Yes, that is very possible and a good suggestion, especially when 8 directional movement is taken into account. Added.
@emmych - I never used rm2k or rmxp, unfortunately. I started with rm2k3. However, I do know that you set up tileset profiles in the database in RMXP, so yes, i would assume.
@CrayDragon - In all likeliness this and SwapXT will live side by side. Some rpg makers will use this, and others will find that it isn't what they want.
@babyangelgirl2, Moururi - Haha, thanks
@Copywright, Zadorain - Actually, you both bring up a valid point. Beta Testers will be needed, but probably not until a bit farther into the race. And as I said, Zad, I have the menus, toolbar and status bar done, so it *is* testable, just not much to test :3
Agreed with everyone else, that this is wonderful that you're making this!
For suggestions, I think it would be neat if the autotiles were formatted the same way it was in the earlier RM series, where the "pattern/middle square" and the "corner squares" were all 32 px instead of how it is in VX where all you get is 16px squares for the corners . The way VX sets it up makes it very limiting and makes it difficult to avoid getting square-shaped water or grass autotiles. In 2k/3 and XP, because of that extra size, it allowed for more "circular" autotiles. * VX on the left, XP on the right. (I honestly could never figured out why eB decided to go this route with the autotile format. The earlier RM series made more sense). This extra wiggle room will allow artists to create more "natural" looking water like this:
But if it's too much trouble, don't bother worrying about it. I'm still grateful that you're doing this. :) Good luck!
(* color keycode: Blue is the middle pattern tile. Purple are the repeating side tiles and the light blue are the corner tiles).
(Added "new" content as of Jan. 1st 2012)
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