They are not easy to use xD I'm sorry, but didnt find another solution for the transitions than to place them over each other. There is a usage guide in the package where I map a little tutorial island: (And I really LOVE these tundra tiles and mixed forests!!) I personally like it to hide roads under the snow. You can show the impact of civilisation with tree stumps, mines, buildings, roads, etc There are also some bushes and stones to fill deserts with a little bit more detail and there are craters for wastelands and some more green craters for other areas.įor dense forests you can use the forest underground or you just place different trees and moutnains near each other to make a smooth transition. So you can have smooth and curvy borders + that lava effect. To get the lava-autotiles working without those brown blocky default borders you can use first the tile from beautiful_world_A5b, then use the normal dark-rocky autotile with shift pressed(!) and then you can use the normal lava autotile. For springs you can map mountains in front of rivertiles or use lakes with rivers (there are examples near the little farm village in the south). Here we have the border between 3 "biomes" which contain different areas in themselves (The dead tree area in the mountains, the forest near the city, the green-brownish mountains in the south, the red-green mountains and more brownish-golden trees in the tundra-area in the north.) We see two different types of roads and there are rivers and lakes. Feel free to repost and edit but credit AcoBaco and Kadokawa and post a link to this site credits to AcoBaco (And Kadokawa - These tiles are edits after all!) free for commercial and non-commercial games In the near future I will add some animations for rivers, waterfalls and the sea and stuff, so that they can be placed as events or doodads above the tiles. With these beautiful tiles you can create smooth transitions for your worldmap. When you right-click a troop that you have entered, you can perform actions such as Copy and Delete using the context menu.I made a few world tile edits that I want to share with you. You can configure the following in the window that opens when you double-click a blank row. This is the list of enemy troops that appear randomly when the player moves in this map. This property is just used in the editor (does not affect the game). Here you can freely add notes when creating your game. However, there are times when how it is displayed differs in the actual game.Īlso, when you add a "!" to the beginning of a parallax background image file name, the parallax will become 0. When you enable, you can confirm the parallax background that you set in the editor. The higher the absolute value is, the quicker the scroll will be. If it is a negative number, it will scroll right or down. If it's a positive value, it will scroll left or up. Also, by setting the scroll to a value other than 0 (-32 to 32), it will automatically scroll. When you enable or, the background will scroll according to the movement direction of the player. Select the file you want to use in the window that opens when you click the. Parallax BackgroundĪn image that appears in the transparent part of the map. When enabled, a player cannot dash on this map. For other maps, a background which uses a processed image of the map screen will be used.
When not specified, a background that conforms to the terrain will be automatically selected. When enabled, the background when a battle occurs on this map can be designated using two types of images in combination. When the map and battle BGM is identical, the music will not stop when switching between screens. Select the sound files for each that you wish to play. When enabled, BGM (background music) and BGS (background sounds) will start playing automatically when the player exists on the map. Set this value low when you want monsters to appear frequently. Steps)ĭetermine the frequency of random encounters by setting the average number of steps a player walks on the map before an encounter occurs (1 to 999/per step equals the movement distance per tile). Loop Both Both the upper and lower, and the left and right edges of the map will be connected. Loop Horizontally The left and right edges of the map will be connected. Loop Vertically The upper and lower edges of the map will be connected. When you set the map to loop, the edge pairs of the map that you designate will allow the player to loop from one edge to the other. Parts which extend beyond the map when making it smaller after creation will be deleted. The and can be set from values between 0 and 256 respectively. Specify tilesets to be used in the design of the map. The name of the map that is displayed when the player is moving on the map.