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- Seen Jul 13, 2023
Last Updated: [Nov. 20, 2017]
Just wanted to share some of the autotiles I've been creating for Pokemon Essentials.
Swift Water
First, there's the "swift water". This is what is used in Fr/Lg to stop the player from surfing with a message along the lines of "The current is far to swift to surf here." (paraphrasing).
I tried to find an autotile for this and failed, so I extracted the tiles from the ROM myself and repackaged them into a RPG Maker XP/Pokemon Essentials friendly format:
Light:
Dark:
In-game Preview (GIF):
An example of where these were used in-game is Two Island:
Waterfall Doorway
I love caves behind waterfalls, and wanted to make a neat doorway entrance for em lol.
*Autotile is in 2 parts: top, and bottom.
In-game Preview (GIF):
Lava
I improvised a bit with this one, since I wanted a slightly more violent lava than what was using in-game for R/S/E. The result is a fully animated lava autotile, vs. the "spotty bubbling" that the original game used:
In-game Preview (GIF):
-----------------
I also created some custom sprites for use in "lava surfing":
Boy:
Girl:
In-game Preview (GIF):
Sideways Waterfall:
Several people expressed a desire for a sideways waterfall autotile, and so I tried my best to draw one:
In-game Preview (GIF):
-----
[IMPORTANT! READ BEFORE USING!]
*There were several logistical issues with creating this that I could not find a decent solution for:
1) The largest issue is with the tile alignment. Since the only way to have the player move up and down the waterfall without it looked bad requires and "up and to the right" move route, I had to try to displace the waterfall alignment, and align it to two different areas simultaneously.
The result means that the waterfall does not like up perfectly with the tiles at the top:
...My solution was to draw custom transitional tiles, as seen in the above example:
*Put these on the tilesheet you plan to use the waterfall with.
--------------------
2) The second issue with the the terrain tagging and the way waterfalls are set up in Essentials. The waterfall "crest" (top) needs a different terrain tag than the rest of the waterfall does. Since you can only assign one terrain tag to an autotile, regardless of size, the best solution I can think of would be to put a "dummy" invisible tile on your tilesheet, and assign it the waterfall crest terrain tag (default: 9).
-----
The other (much better) solution would be to use Klein's Unlimited Autotiles system for the sideways waterfalls. It's a bit tedious to set up, but it works very well.
----------------------------------------
[NOTE]: This resource does NOT include the code edits required to make sideways waterfall climbing work! I am not a great coder, and do not feel capable of writing such a thing myself. If anyone wants to help me out by writing the edits required to the waterfall hidden move code to make it work with sideways waterfalls, please go right ahead!
*This way the way I intended the player to move up the waterfall:
----------------------------------------
Lemme know if there are any issues with these, and what you guys think of em! ;3
==============
Usage Disclaimer (since apparently everyone does these):
"All of my assets are free to be used by anyone for anything. Edit them, redistribute them, whatever - I don't care.
Giving me credit as the original creator is always nice, but I'm not gonna be anal about it if you don't lol.
The only thing I DO ask is that you don't try to write off these assets as things YOU created, since that's really not cool..."
(I also like seeing how my stuff is used (cuz it makes me happy lol!), so if you wanna send me a link to what you used my stuff for that would be neat! :D)
Just wanted to share some of the autotiles I've been creating for Pokemon Essentials.
Swift Water
Spoiler:
First, there's the "swift water". This is what is used in Fr/Lg to stop the player from surfing with a message along the lines of "The current is far to swift to surf here." (paraphrasing).
I tried to find an autotile for this and failed, so I extracted the tiles from the ROM myself and repackaged them into a RPG Maker XP/Pokemon Essentials friendly format:
Light:
Dark:
In-game Preview (GIF):
Spoiler:
An example of where these were used in-game is Two Island:
Spoiler:
Waterfall Doorway
Spoiler:
I love caves behind waterfalls, and wanted to make a neat doorway entrance for em lol.
*Autotile is in 2 parts: top, and bottom.
In-game Preview (GIF):
Spoiler:
Lava
Spoiler:
I improvised a bit with this one, since I wanted a slightly more violent lava than what was using in-game for R/S/E. The result is a fully animated lava autotile, vs. the "spotty bubbling" that the original game used:
In-game Preview (GIF):
Spoiler:
-----------------
I also created some custom sprites for use in "lava surfing":
Spoiler:
Boy:
Girl:
In-game Preview (GIF):
Spoiler:
Sideways Waterfall:
Spoiler:
Several people expressed a desire for a sideways waterfall autotile, and so I tried my best to draw one:
In-game Preview (GIF):
Spoiler:
-----
[IMPORTANT! READ BEFORE USING!]
*There were several logistical issues with creating this that I could not find a decent solution for:
1) The largest issue is with the tile alignment. Since the only way to have the player move up and down the waterfall without it looked bad requires and "up and to the right" move route, I had to try to displace the waterfall alignment, and align it to two different areas simultaneously.
The result means that the waterfall does not like up perfectly with the tiles at the top:
...My solution was to draw custom transitional tiles, as seen in the above example:
*Put these on the tilesheet you plan to use the waterfall with.
--------------------
2) The second issue with the the terrain tagging and the way waterfalls are set up in Essentials. The waterfall "crest" (top) needs a different terrain tag than the rest of the waterfall does. Since you can only assign one terrain tag to an autotile, regardless of size, the best solution I can think of would be to put a "dummy" invisible tile on your tilesheet, and assign it the waterfall crest terrain tag (default: 9).
-----
The other (much better) solution would be to use Klein's Unlimited Autotiles system for the sideways waterfalls. It's a bit tedious to set up, but it works very well.
----------------------------------------
[NOTE]: This resource does NOT include the code edits required to make sideways waterfall climbing work! I am not a great coder, and do not feel capable of writing such a thing myself. If anyone wants to help me out by writing the edits required to the waterfall hidden move code to make it work with sideways waterfalls, please go right ahead!
*This way the way I intended the player to move up the waterfall:
Spoiler:
----------------------------------------
Lemme know if there are any issues with these, and what you guys think of em! ;3
==============
Usage Disclaimer (since apparently everyone does these):
"All of my assets are free to be used by anyone for anything. Edit them, redistribute them, whatever - I don't care.
Giving me credit as the original creator is always nice, but I'm not gonna be anal about it if you don't lol.
The only thing I DO ask is that you don't try to write off these assets as things YOU created, since that's really not cool..."
(I also like seeing how my stuff is used (cuz it makes me happy lol!), so if you wanna send me a link to what you used my stuff for that would be neat! :D)
Attachments
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Sea Swift_LIGHT.png7.4 KB · Views: 1,560
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Sea Swift_DARK.png7.5 KB · Views: 1,511
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Swift Water Prev 01.gif402.2 KB · Views: 1,526
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boy_fishlavasurf_offset.png6.7 KB · Views: 1,458
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boy_lavasurf_offset.png3.8 KB · Views: 1,458
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girl_fishlavasurf_offset.png6.6 KB · Views: 1,424
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girl_lavasurf_offset.png3.7 KB · Views: 1,439
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lava3.png6.6 KB · Views: 1,508
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GIF (1).gif69.4 KB · Views: 1,483
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Waterfall Doorway Bottom.png982 bytes · Views: 1,528
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Waterfall Doorway Top.png1.1 KB · Views: 1,517
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Waterfall Doorway Prev02.gif309.1 KB · Views: 1,532
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Waterfall Sideways.png7.9 KB · Views: 161
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Rock Transition Tile.png426 bytes · Views: 1,636
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