Hey its another preview (It’s almost like we are actually getting closer to release or something!)
This time, I’m going to cover some things that are near and dear to many users’ hearts. Mapping features. And why shouldn’t they be? Your maps are the representation of the world the player is interacting with. But that is a conversation for another time. Let’s look at some awesome features that return from XP, and a tool that is appearing for the first time in VX Ace.
First thing: Tilesets
Isn’t that just a beautiful screen? This is the Tileset tab from the database. You can have as many Tilesets as you have maps, and each one can individually select a separate A1, A2, A3, A4, A5, B, C, D, and E independently of any other Tileset. The RTP includes 4 Tilesets: World, Outside, Inside, and Dungeon.
You can also see the return of a lot of useful functions. 4 way Passability, Bush Tag, Terrain Tags, etc.
VX Ace Tileset format is very similar to VX. The only changes are in a couple of parts of TileA, which actually now has two different layers. I’ll show pictures of that in a minute but first lets talk about another thing.
Let’s look at the Shadow Tool. VX Ace, much like VX, still automatically adds shadows to your maps. This was a huge pain to a lot of RMers that hated the default autoshadow setup. But we’ve got an answer to that now.
This tool gives you complete control over them. Shown on the left is using the shadow tool to add shadows where they didn’t exist before. Shown on the right is using the shadow tool to remove existing shadows.
You can do this with any shadows you like, even those made automatically by the program. It follows a 16×16 grid instead of the normal 32×32 tile grid so each tile has 4 sections to add shadows to.
I mentioned earlier the 2 TileA layers, and now I’ve discussed the autoshadow tool. So lets put together what all that means:
(Near) Infinite Tilesets! Controllable Autoshadow! Tall Grass on Water?! Aren’t you excited?