RPG Maker MV

RPG Maker MV

Tileset Confusion (apologies if this is confusing for any of you)
I'm completely new to RPG Maker, but I have a question (using the assets provided for the game)

Why are some of the tilesets don't work properly. I don't get why some of the assets take up weird space locations.

Like I need a door a simple door, but because it's improperly handled I can't get a perfect door that fits on A tile asset, I don't understand why the doors, even the smallest doors or improperly centered.

How am I suppose to have a natural looking door on a building when either the doors look like they are higher than they are supposed to be or hanging off the building like its not even detached.

Is there no way to have just a door that is centered like a normal door, I mean the doorways are centered perfectly and fits my needs, but a door not a doorway has to be awkward?

I don't understand, unless doors don't actually exist and they are door like windows. I don't see why doorways work the way I want a door to work, I just don't understand the logic of either having a door be too high up on a wall of a building or detatched from the building.
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Showing 1-13 of 13 comments
Iguana Guy Oct 3, 2018 @ 9:11pm 
You should familar yourself with A tilesets vs. BCDE tilesets. A tilesets need to go in correct A slot to function correctly as these are called auto-tiles. B needs to be a B tileset due to upper left corner being a blank tile ( on purpose ) CDE can be any tiles designated with BCDE afterwards with no problem. There is a lot more info on them in the help section of the program under game assetts catagory I believe.
dman_dustin Oct 3, 2018 @ 9:13pm 
I think I mentioned my problem. They weren't doors they were closed windows.

Are there really no door assets naturally in the program, do I really only have doorways to work with.

Originally posted by IguanaGuy:
You should familar yourself with A tilesets vs. BCDE tilesets. A tilesets need to go in correct A slot to function correctly as these are called auto-tiles. B needs to be a B tileset due to upper left corner being a blank tile ( on purpose ) CDE can be any tiles designated with BCDE afterwards with no problem. There is a lot more info on them in the help section of the program under game assetts catagory I believe.

This completely contradicts the B tilesets that are actually centered properly such as doorways, while windows (which makes sense, are not centered properly).

I wanted a natural looking door the same way you'd get a natural doorway.

What you're saying contradicts what I'm trying to say. I understand some assets need to be off center to look better.

I'm talking about doors that need to line up exactly at the end of the Tile A (building tile asset).
Last edited by dman_dustin; Oct 3, 2018 @ 9:16pm
◢ k r i s ◤ Oct 3, 2018 @ 9:15pm 
You should probably read the Help>Contents. Namely the Asset Standards. Doors are under img/characters.
dman_dustin Oct 3, 2018 @ 9:17pm 
Originally posted by ◢ k r i s ◤:
You should probably read the Help>Contents. Namely the Asset Standards. Doors are under img/characters.


So I can have windows and doorways on a building that I make but I can't have just a decorative door that's there to make the building look like a building.

Why?

That literally makes no sense to me.
Last edited by dman_dustin; Oct 3, 2018 @ 9:18pm
◢ k r i s ◤ Oct 3, 2018 @ 9:18pm 
Why can't you make a decorative door?
Iguana Guy Oct 3, 2018 @ 9:34pm 
insetad of tileset - make and event and choose a door as the event image. Just as good.
dman_dustin Oct 3, 2018 @ 9:39pm 
Originally posted by ◢ k r i s ◤:
Why can't you make a decorative door?

There are doorways (or tunnels) in the tilesets but there's no doors, all I have are windows or doorways (tunnels). I don't have a door asset.

You're basically saying I need to make an event.

I can decorate a building with windows I can even add holes/doorways/doors to a building (the A tileset assets), but I have to do something completely drastically different to add a door?

So I literally either have to have a completely boring building that has no way to enter it (sort of like some RPGs), or it literally has to be a hole in the building, as well as likely adding an event door to make it a door.

WHY?

Why is this so complicated to understand, if a doorway/tunnel/hole that is found in the B tilesets (for an outside map) works the way I'd want it if I wanted an accessible door you can "walk in" so to speak, I literally cannot place a closed door on a building "material, aka such as brick from the A tileset), and I have to go to the complicated "event" option where I slap an even image over a tile for a "door"

Because somehow there's some technological reason that I'm not aware of where a door asset in the tileset would contradict an event door.

Or maybe it's because I bought the base program, and I need download some other kind of DLC, to improve my assets which actually include a door.

I just want something I can slap on an asset from the A tileset, that lines up perfectly the bottom of the squares around it (just like doorway and tunnel do).

To explain what I need: When you select an asset, there is of course the white and gray transparent "pixels" right? You understand me, the basic transparent background that images have that don't have a background. Images you can slap on TOP of backgrounds, which is what you often do.

What I need is the bottom two "transparent pixels" or however you look at it to be door, don't care about the top part of the door (since that would just make the door bigger). I don't have that, the window for example, you can't line them up at the bottom of the "tranparency pixels"

But the tunnels/doorways/holes in the B tileset, when you select them, they fill that bottom part of the selection square it lines up perfectly on either the left or right sides of the "brick wall for example" (from the A-tileset) creating the effect there's an opening in the building.

I want that but with a CLOSED door. But again in order to have a purely decorative door at what I have available I need some kind of event of sorts.
Last edited by dman_dustin; Oct 3, 2018 @ 9:40pm
◢ k r i s ◤ Oct 3, 2018 @ 9:49pm 
Originally posted by dman_dustin:
But again in order to have a purely decorative door at what I have available I need some kind of event of sorts.
Yes. An incredibly basic "event."

Why are you writing such long complaints? It's not complicated. IguanaGuy even gave you the complete tutorial in the post prior. It's hardly "complicated."

Make your own tilesets if you want decorative doors there. But protip: that's dumb. Like IguanaGuy said, you place an event and select a door image, then you're done. If you wanted that to be an active door with fancy animations and utility and what-not - well then you would be half-way there too. Keeping doors (decorative or not) in the map tilesets is a dumb idea. Doors are entities that players typically interact with - windows are not, for example.

The tunnel/holes on tileset-B go behind the door-event - so when you do decide to eventually create an active doorway, it doesn't just open a door straight into a brick-wall.

You don't need to buy anything for doors to work. It's in the base program. It's not complicated - in fact a decorative door is literally the simplest event you could hope to ever make.

Finally - have you actually looked at the map in game? Did you notice the map-editor crops event-sprites so you can see around them? That's why your editor makes doorways look smaller than the grid when in-game they fill the full grid-space where they are placed.

Slow down with the anxiety. Stop writing long posts. Take a deep breath and look at things a little closer.
Last edited by ◢ k r i s ◤; Oct 4, 2018 @ 9:18am
Iguana Guy Oct 3, 2018 @ 9:55pm 
I normally like helping people who ask questions here, but I'm done with this one. Read the helps section. I just think the answers we are giving you are not what you wanted to hear so you are going on about this without actual understanding how the program works. To make an effective map you may need to use some events (acitve or not) for doors, etc. Otherwise you will have to custom make your tilesets yourself and put the doors on those sheets so they can be used as regular map tile products. But I think that is a big use of time when events can function well on maps without eating up processing power.
Last edited by Iguana Guy; Oct 3, 2018 @ 9:56pm
dman_dustin Oct 3, 2018 @ 10:10pm 
You know what, fine, don't help, just continue insult my intelligence, even though I'm completely brand new.

Just whatever.

All I wanted was purely a static door to slap up against a building that just sat there, just to make a house or building look like a house or building instead of the boring buildings you'd see in a Pokemon game where they have no entrance or exit.

But I have to do complicated event stuff which completely goes against what I want, all I wanted was simply understanding why I couldn't just make a building for purely aesthetic reason.

Just the way you'd make a map, just the way you'd slap windows on a building, just a door that lines up perfectly and would have if it the bottom of the door filled the bottom selection square instead of cutting into those "transparent" pixels.

If you're done with a complete r-e-t-a-r-d like me, who doesn't want to do extra steps to make a door, or literally has to do extra steps to make a door, then fine, don't reply, even get a moderator to close this topic.

But I don't need the hostility I'm getting. All I was trying to do was understand how this worked, why I can't just use the assets in the tilesets to actually make a building that just sits there, that I have to make an event, that somehow just doesn't work like the way a normal door works.

I just wanted pure aesthetics.

But fine, I have to make an event, as I said, I still don't understand why I need to make an event to slap a door but as I mentioned I'm r-e-t-a-r-d-e-d, so whatever.
◢ k r i s ◤ Oct 3, 2018 @ 10:15pm 
Stop insulting yourself and stop chasing your tail in a circle. The solution and the reason it's the better solution is in this thread. If you need finer details, that's what the help file is for - you should take time to read it thoroughly (especially if you are new). There are also a plethora of unofficial tutorials both on forums and youtube for you to take advantage of.

RPG Maker is easier to use than most other game engines. Nobody said it was going to be easy to learn something new.
Last edited by ◢ k r i s ◤; Oct 3, 2018 @ 10:22pm
Iguana Guy Oct 3, 2018 @ 10:26pm 
No one has insulted you except yourself so I take offence at that. The reason I am done with this is I gave you an answer and you want to complain about the way it is. None of us here are the developers of MV. We are just people who bought the program and at one time were learning how this all works like you are now. There is nothing wrong with learning, but don't come down on Kris and I for taking time to try and help you. You can be sure that the method you are using will only attract more toxic replies form others who don't post here actually trying to help, but just add fuel to the fire so to speak. I personally don't go for that so I hope you find your solution - if not here you could see if someone on offcial RPG forums has a better method.
JohnDoeNews Oct 4, 2018 @ 4:41am 
Originally posted by dman_dustin:
I'm completely new to RPG Maker, but I have a question (using the assets provided for the game)

Why are some of the tilesets don't work properly. I don't get why some of the assets take up weird space locations.

Like I need a door a simple door, but because it's improperly handled I can't get a perfect door that fits on A tile asset, I don't understand why the doors, even the smallest doors or improperly centered.

How am I suppose to have a natural looking door on a building when either the doors look like they are higher than they are supposed to be or hanging off the building like its not even detached.

Is there no way to have just a door that is centered like a normal door, I mean the doorways are centered perfectly and fits my needs, but a door not a doorway has to be awkward?

I don't understand, unless doors don't actually exist and they are door like windows. I don't see why doorways work the way I want a door to work, I just don't understand the logic of either having a door be too high up on a wall of a building or detatched from the building.

Are you kidding here? I do understand you have a question and you want to figure it out, but instead of asking how to do it, you keep rambling about all the flaws and how RPG Maker doesn't work.

We all get it done here, and well... Maybe you still have to figure it out, that is okay. Just don't go around yelling it is all flawly and buggy. That it doesn't work right, is cause you did it wrong, not cause it doesn't work right. And uhm... Doors is one of the easierst things to do. Did you ever try just right click the map in event mode? Just for fun of it?

Doors are exactly 1 tile high and wide. If you want other (higher or wider) doors, you have to find them online or make them yourself.
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Date Posted: Oct 3, 2018 @ 9:07pm
Posts: 13