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[VB6] Auto Tiling Engine


mrmiguu
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I was bored and wanted to give auto-tiling a shot. I got it working. That's about it. I can already predict Robin coming in here and saying it's done wrong or it's terribly coded. I don't care. Some content hungry developers out there are more than welcome to use my code as reference. It's free (obviously based on quality). Enjoy… or not. Whatever.

[AutoTileEngine.zip](http://173.55.168.131/AutoTileEngine.zip)
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How modest of you! haha  XD Well be it terribly coded or done wrong, you have still accomplished far more than about 98% of users on this forum. So I congratulate you Miguu!

I shall check it out and give it a shot. Is it something that could easily be intergrated into your PV?  :azn:
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Not bad. Fairly easy feature to write as long as you're not trying to use those bloody confusing RPG Maker autotile sets. If you were to actually add it to your engine, make sure you cache the tiles if you're not going to do the calculations on tile placement.
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@Robin:

> Not bad. Fairly easy feature to write as long as you're not trying to use those bloody confusing RPG Maker autotile sets. If you were to actually add it to your engine, make sure you cache the tiles if you're not going to do the calculations on tile placement.

It's funny because when I made this I thought: "I wonder how the hell did the RPG Maker developers exactly utilize the autotile sets to work?"
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Its simple to make an auto-tiler like RPGXP actually, I would show you guys but I am not sure if the boss man would approve. It allows for better detail with smaller images.

Give you a small hint, divide the image up into smaller parts then think big.  ;)

But MrMiguu yours is good too.
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I get the general concept. I wanted to use the RPG Maker autotile sets but use the same optimized formula that the developers used. Point being, I see multiple approaches for using the smaller image for autotiles. I was also considering making a program that would convert the RPG Maker autotile into this format.
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Hint # 2

If you don't have RPGXP download it.

Take a regular autotile and divide it, then number each box. 0-47 or 1-48.

![](http://www.rmxp.tigerseye.uk.com/images/tr3_3.png)

Then upload it to RPGXP and use the Autotile Expansion on the image you just uploaded.

![](http://www.rmxp.tigerseye.uk.com/images/tr3_5.png)

Then you just need to make something similar to your code but make it work with the above set. I am not going to show you how to do that XD.

Converting auto tiles into your format would also do the trick.

Edit

Also this might help you as well good luck.

http://www.codeproject.com/KB/game/Autotiles_Algorithm.aspx?display=PrintAll
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@DimX:

> Hint # 2
>
> If you don't have RPGXP download it.
>
> Take a regular autotile and divide it, then number each box. 0-47 or 1-48.
>
> ![](http://www.rmxp.tigerseye.uk.com/images/tr3_3.png)
>
> Then upload it to RPGXP and use the Autotile Expansion on the image you just uploaded.
>
> ![](http://www.rmxp.tigerseye.uk.com/images/tr3_5.png)
>
> Then you just need to make something similar to your code but make it work with the above set. I am not going to show you how to do that XD.
>
> Converting auto tiles into your format would also do the trick.
>
> Edit
>
> Also this might help you as well good luck.
>
> http://www.codeproject.com/KB/game/Autotiles_Algorithm.aspx?display=PrintAll

If you look at the one set of tiles in that link you gave me that were wide (512 x 32) you can obviously tell I've read that article. Lol.
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Creating the system for making the tiles change themselves based on their surroundings is the easy part. If you're using RMXP then the chopping up and rendering the different parts in real time is annoying. I still haven't perfected it.

Once I've finished, it's very simple to just cache the tile states and it won't affect the FPS at all.
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@Robin:

> If you're using RMXP then the chopping up and rendering the different parts in real time is annoying. I still haven't perfected it.
>
> Once I've finished, it's very simple to just cache the tile states and it won't affect the FPS at all.

Right on the money.
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