![]() That's a pretty big deal and may very well alone mitigate my reluctance to pay for MZ when at a glance (at launch, at least) it seemed like a very minimal upgrade to MV compared to previous versions (XP, 2K, VX, MV, etc.). I had no idea MZ did different tile sizes natively. Thank you VERY much for the detailed reply! If you upscale the tiles yourself beforehand, that would actually give you some modicum of control over the results, as opposed to just leaving it in the hands of the player's OS. That is going to prompt the user's operating system to forcefully upscale the graphics in the window, so in practice, the blurriness that you're trying to avoid is probably going to wind up being a thing anyway. You've gotta bear in mind that almost anybody who plays your game is going to enlarge the window, because a game made with 16x16 tiles is going to look ridiculously tiny on a modern display. I know you already said that you don't want to do that, but I think it would probably be alright, if you use the correct upscaling method. The other alternative is to simply upscale the tilesets to 48x48, and use them in MV directly. You use the first one to build your maps in the map editor, and then the second one is what will actually get used in your game. So what you have to do is create two copies of each tileset: one that is upscaled to 48x48, and one that is the size you actually wish to use in game. However, the caveat with those is that they only work in-game, and not in the map editor. Should you decide to go that route, I'll mention that MZ is on sale for $39.99 at Fanatical for the next 3 days, and that that is the historically lowest price that MZ has been sold for.Īlternatively, AFAIK, there are plugins that allow you to use different tile sizes in MV. The best way to use 16x16 tiles in RPG Maker these days is probably to get MZ, because it has native support for 16x16, 24x24, 32x32, and 48x48 tiles-both in the editor, and in the game.
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