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[Discussion] How big should tilesets be?

55
Posts
10
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    • Seen Jul 21, 2015
    Howdy everybody.
    Ok i have a question: If you create a custom tileset does it have to be the same size as the original tileset in the Essentials folder? I compiled some free to use public tiles off of deviantArt (credit will be given of course) to use in a fan made game. Each tile on the sheet is a 32x32 square like the other tiles. However, whenever i put it into RMXP the tiles are a little offset and don't look as pleasant.
    So what do i need to do in order to fix this?

    Thanks

    (The tiles are attached for reference)
     

    carmaniac

    Where the pickle surprise at?
    671
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  • Probably because you've not resized the 16X16 graphics into the format RMXP is set at 32X32 pixels. When it comes to tilesets, the size matters, the image has to be no greater than 256 pixels in width but I'm not sure as to the limitations of height.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,285
    Posts
    16
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  • Tilesets have to be exactly 8 tiles wide (8x32=256 pixels). They can be any number of tiles tall.
     
    8
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    11
    Years
  • Tilesets have to be exactly 8 tiles wide (8x32=256 pixels). They can be any number of tiles tall.

    For example I am using giant tileset that is 256pixels wide and 120.000pixels tall. :cool:
    ... and - yes - tilesets can be endless tall but 120.000 pixels is to much for RPGmaker.
     
    55
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    10
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    • Seen Jul 21, 2015
    Thanks for the information, everybody, but i am still running into one problem. Whenever i keep the buildings as they are currently they look way too small in RMXP, however, whenever i do the resizing, nearest neighbor, by 200% it is VERY large, like, too large. Taller than the trees large. How would i fix this, or are the houses supposed to be that large?

    EDIT: I think i just figured it out. I took a look at the HGSS tileset and the houses ARE that large. Like the 200% large. I'll have to create some new taller looking trees then, because those trees might look kind of funny next to a giant house. Might look like a bush or somethin.
     
    Last edited:
    55
    Posts
    10
    Years
    • Seen Jul 21, 2015
    *Sorry for the double post*
    I am now having this problem. I have all the tiles set up according to the 32x32 squares, but whenever i place them in RMXP the lines either don't line up or there are lines of other tiles. Anyone know how to fix this?

    errors_by_0_rufus-d6eoz5h.png
     
    55
    Posts
    10
    Years
    • Seen Jul 21, 2015
    You Tileset was 1 whole pixel shifted up. i fixed it

    Wow thanks man! :D I thought it was something close to that, but since i'm using Paint.net i can't tell because i can hardly zoom in when doing stuff due to it being like 18000 pixels in height. I'll put it in and see if it works now!
     

    Harvey_Create

    Pokemon Apex Team Member
    187
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  • Wow thanks man! :D I thought it was something close to that, but since i'm using Paint.net i can't tell because i can hardly zoom in when doing stuff due to it being like 18000 pixels in height. I'll put it in and see if it works now!

    Get GIMP. It has a grid feature, and if you set it to 32x32, you can insert tiles easier.
    And No Problem. :D happy to help. PM me with any Tileset related questions. Okay?
     
    189
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    14
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    • Seen Nov 23, 2023
    See, this is something I never understand. I often see people making these giant-ass tilesets that have everything they could ever need in every map ever, that end up being a billion pixels long. At such large sizes I fail to see how that becomes convenient. When I'm mapping, I will start with a tileset I made that has only the most basic elements, and then once I have a general idea of what my map will look like (and as such what kind of tiles it will need) I create an individualised tileset that has those elements only. If a map has no extra elements over another map, I'll simply reuse that existing tileset.

    At present I have about a half a dozen tilesets for about two dozen maps. The largest tileset is probably no more than 64 tiles high (~2048 pixels high). I find that as a tileset becomes larger it becomes increasingly difficult to find exactly what I need for all the unnecessary junk in there that I'll never use. Having the restraint to limit what tiles you use also enforces creativity in how you use the tiles you do have, as well as helping to create a consistent style through all of your maps.
     
    55
    Posts
    10
    Years
    • Seen Jul 21, 2015
    See, this is something I never understand. I often see people making these giant-ass tilesets that have everything they could ever need in every map ever, that end up being a billion pixels long. At such large sizes I fail to see how that becomes convenient. When I'm mapping, I will start with a tileset I made that has only the most basic elements, and then once I have a general idea of what my map will look like (and as such what kind of tiles it will need) I create an individualised tileset that has those elements only. If a map has no extra elements over another map, I'll simply reuse that existing tileset.

    At present I have about a half a dozen tilesets for about two dozen maps. The largest tileset is probably no more than 64 tiles high (~2048 pixels high). I find that as a tileset becomes larger it becomes increasingly difficult to find exactly what I need for all the unnecessary junk in there that I'll never use. Having the restraint to limit what tiles you use also enforces creativity in how you use the tiles you do have, as well as helping to create a consistent style through all of your maps.

    True about everything you said, but i was actually thinking about chopping the whole tileset up into mini sections so it won't be as cluttered as it is now. Haha ^^
     

    Harvey_Create

    Pokemon Apex Team Member
    187
    Posts
    11
    Years
  • See, this is something I never understand. I often see people making these giant-ass tilesets that have everything they could ever need in every map ever, that end up being a billion pixels long. At such large sizes I fail to see how that becomes convenient. When I'm mapping, I will start with a tileset I made that has only the most basic elements, and then once I have a general idea of what my map will look like (and as such what kind of tiles it will need) I create an individualised tileset that has those elements only. If a map has no extra elements over another map, I'll simply reuse that existing tileset.

    At present I have about a half a dozen tilesets for about two dozen maps. The largest tileset is probably no more than 64 tiles high (~2048 pixels high). I find that as a tileset becomes larger it becomes increasingly difficult to find exactly what I need for all the unnecessary junk in there that I'll never use. Having the restraint to limit what tiles you use also enforces creativity in how you use the tiles you do have, as well as helping to create a consistent style through all of your maps.

    I try to keep my Tilesets at a decent size. I also havent got everything for our new style(as i have to sprite some more) But when i start a new tilesheet, i start it at 3000 pixels.
     

    the__end

    Pixel Artist
    141
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    14
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    • Seen Jun 9, 2016
    See, this is something I never understand. I often see people making these giant-ass tilesets that have everything they could ever need in every map ever, that end up being a billion pixels long. At such large sizes I fail to see how that becomes convenient. When I'm mapping, I will start with a tileset I made that has only the most basic elements, and then once I have a general idea of what my map will look like (and as such what kind of tiles it will need) I create an individualised tileset that has those elements only. If a map has no extra elements over another map, I'll simply reuse that existing tileset.

    At present I have about a half a dozen tilesets for about two dozen maps. The largest tileset is probably no more than 64 tiles high (~2048 pixels high). I find that as a tileset becomes larger it becomes increasingly difficult to find exactly what I need for all the unnecessary junk in there that I'll never use. Having the restraint to limit what tiles you use also enforces creativity in how you use the tiles you do have, as well as helping to create a consistent style through all of your maps.
    Lets look at the benefits of huge and small tilesets! :)

    Huge tileset:
    • Needs to be made just once!
    • Passage, terrain tags and stuff needs to be edited just once!
    • No double tiles so saves size
    • Can be shared easier
    • Don't need to edit tilesets if you want to use tiles from other map (they are already included)

    Small tileset:
    • Makes mapping and finding tiles easier
    • Makes it possible to delete tilesets of a certain map without breaking other maps
    • Easier to add tiles after the tilesets are finished
    • Tileset is faster done so you can start mapping faster

    But there is this one question that i couldn't find any answer to. How does huge tilesets affect the performance of the game? Does it make it slower or faster?
    If the game recognizes that one tileset is used in every connected map it should be faster to go between maps. But if the game loads the tilesets every time you change a map it is better to use small ones so it doesn't lag and loads faster.
    But at the end i don't know which one it is so any info is welcome... :(
     

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • See, this is something I never understand. I often see people making these giant-ass tilesets that have everything they could ever need in every map ever, that end up being a billion pixels long. At such large sizes I fail to see how that becomes convenient. When I'm mapping, I will start with a tileset I made that has only the most basic elements, and then once I have a general idea of what my map will look like (and as such what kind of tiles it will need) I create an individualised tileset that has those elements only. If a map has no extra elements over another map, I'll simply reuse that existing tileset.

    At present I have about a half a dozen tilesets for about two dozen maps. The largest tileset is probably no more than 64 tiles high (~2048 pixels high). I find that as a tileset becomes larger it becomes increasingly difficult to find exactly what I need for all the unnecessary junk in there that I'll never use. Having the restraint to limit what tiles you use also enforces creativity in how you use the tiles you do have, as well as helping to create a consistent style through all of your maps.

    I use a humoungusly sized tileset, simply because RPG Maker XP does not support 2 tilesets at once.
    This means, that since I am restricted to a single tileset per map, if I want to change something basic, that are in all maps, like trees or mountains, I would have to overwrite the old trees or mountains in all my tilesets.
    That would be an annoying amount of work, considering I change stuff. A LOT.

    And also, huge tilesets are only hard to use if they are made by someone else.
    When you make them yourself, like I do, you always know where in the tileset every single tile is.
    Sure, sometimes scrolling can be annoying, but I still think the good outweighs the bad, in my case.
     
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