![rpg maker mv tilesets floor rpg maker mv tilesets floor](https://d289qh4hsbjjw7.cloudfront.net/rpgmaker-20150825031853275/files/pirate-ship-left.png)
It contains one "Ground" Level, referred to as page A. So, you couldn't use some tiles from the "Dungeon" tileset, and some from the "Town" tileset on a single map. For example, in RM03 (Rpg Maker 2003 edition) there is a "Town" tileset, and a "Dungeon" tileset.
#Rpg maker mv tilesets floor software
When I say "previous RM software can use multiple tilesets." I mean that they have several groups of tiles that go together, and you can use one at a time. For and example, a B level tile might be a cupboard, that would sit on top of an A level tile, like a floor. These are often referred to as "A" and "B" levels. There are two different types of tiles in a tileset, Below, and Character level. A tileset is a group of "tiles" (or drag-on squares) that an RM software can work with. Unlike previous RM software, RMVX (Rpg Maker Vista&XP edition) only allows you to use one tileset. Before we get started, let's talk about the tile system in VX.
#Rpg maker mv tilesets floor how to
You should test your tiles out in RMVX to make sure it works as you think it does.I am surprised that many people don't know how to import tiles into "Tile E" in Rpg maker VX. The 1st and the 4th columns are for the sides, the middle part should repeat. I copied the waterfall tile so there’s 4 of them in a row and 2 rows. I didn’t want it transparent but you can do that. Then you can do the same as you did for transparent floor tiles, except it’s with walls this time. You can play around with this of course but I thought that worked well enough for me. 6 (first movement) + 5 (second movement) + 5 (back to the first) = 16. So the reason I chose the shifting that way is because the tile is 16 pixels tall. The animation goes from 1 to 2 to 3 to 1. For the 3rd, I just repeated that process with 5.
![rpg maker mv tilesets floor rpg maker mv tilesets floor](https://img.itch.zone/aW1nLzQzOTM2MjIucG5n/original/ufMP1I.png)
Then I shifted it down 6 pixels (the 6 pixels on the bottom get moved up to the top) for the 2nd waterfall tile. It should be on a transparent background. See the rocks (brown and ice) on the 4th column? You can take a similar approach to this there: This is from an earlier post, but it’s still good here. For the shadows, it was a simple reducing of brightness for the selected water, but you could do a hue shift too which would get some better results. Add a layer, make sure it’s in 24 bit color, then reduce the alpha to about 100. Then make it semi-transparent (some have it as alpha channel). If you have a program with layers, put the water tiles on a layer above the floor tile you want to use. Some of the water tiles have shadows on the left side, and a floor tile (with water above) on the top row of it. That’ll do for one of the 8 three in a row animated water tiles. I would worry about the shape of the land before you go shading it in, like making sure it tiles. This is good for the water autotiles that have 3 of them in a row. Rather than make the land/water connection on top of the water tiles, I do it on the side. I made the animated ones green and pink so they stand out here. I made 3 16×16 water tiles, that would animate. It should go from 1 to 2 to 3 and back to 2 and 1 so it can cycle over. You have 8 auto-tiles which have 3 of them in a row. So if you want waterfalls, use them in the correct spots. Instead of animating like a waterfall does, it shows the first frame, then shows the next 2 water frames to the right of it. For example, I put a waterfall tile block over the bottom left side.
![rpg maker mv tilesets floor rpg maker mv tilesets floor](https://i.pinimg.com/736x/44/1c/6b/441c6b85a129c051c2e746e0eef8afe8--rpg-maker-tiles.jpg)
In this water tile sheet though, you’ll find that if you change the position of some tiles, it’ll change how it works. I’ll set a grid so you can see how to position things in it. These are water tiles (well lava isn’t water but it’s used much the same way).