
Also, a Restore Default Tiles command that can restore tiles to their defaults by current tile ID, by region, or by position. Also, a checkmark box to indicate whether the tile swap should be "permanent" or not by which we mean, permanent within that player's experience of the world, so that when the map is unloaded and re-loaded, the tiles remain swapped. The Swap Tiles command would allow selecting a tile type/ID, or a region, or a specific X Y location at which to swap whatever tile is there for the user's choice of any tile from the tileset. This would be amazing, because it would allow each zone to have several tabs of tiles, and each tile in any tileset would. Then the user would just click Save Tileset and give it a desired name, and it would appear as a tileset option that could then be assigned to one of the tabs of a zone. Then, within RPG Maker VX Ace, the user could go to the Database Tilesets tab and click a Tileset Assembly button, which would open a Tileset Assembly interface, including the ability to select a folder to see its pool of tiles on the left, and then paint those tiles onto the tileset at the right, similar to painting a map. So, for example, the user could place their desired graphics into a Graphics/Tiles folder, and could use sub-folders to keep their tile graphics organized.

However, let's instead let the creator assemble "tilesets" within the program. However, even though separate graphic files would allow each tile to have unique properties (an advantage), it would complicate tilesets (a seeming disadvantage). This would allow things such as animated autotile shallow water that is transparent and has a "bush" graphic effect at a higher layer, allowing visibility of the underlying lower layer.Įxample of how this might work: Make each tile its own graphic file. Plugins/Extensions - (For Example a Custom Battle System needs some script calls to be configured through the game (For example XAS), so wouldn't it be better if the plugin provides a new Tab in the Event Command window with easy button options instead of doing some realy complicated script calls)Ībility to animate any tile, or set any tile to autotile.

(VX-Ace got more Scripts available for that than MV at the moment) Thats something completly different to Final Fantasy6 Round/Turn based Combat.
FINAL FANTASY STYLED ICONSET RPG MAKER VX GENERATOR
So starters normaly dont have many Graphic Skills, so i would go with MV since it got an awesome Char Generator and Sideview Battles allready integrated.īy the Way "Secret of Evermore" seems to have a Action Battle System, like in Zelda or Secret of Mana. MV got Front view or Sideview Battles with integrated Generator for Chars and Sideviewbattlers. Originally posted by Hajami:Turn Based Battle System? VX Ace got Frontview and with Scripts and much work also Sideview possible.
