[RM2K3] EXTRA AMBITIOUS: CHANGING THE TILE SIZE FROM 16X16. WHAT WOULD IT ENTAIL?

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I have no doubt that it would be a lot of work, but what would one *actually* have to do to change the tile size to anything other than 16x16? I'm sure the editor itself will likely have to be modified, but has this ever been done, or has anyone ever recorded all of the things that would need to be altered? And what software might one use to do this? Specifically, I'd like to toy around with 20x20, 22x22, and 24x24 pixel tiles. I know that there are other editors out there that could probably accomplish this easier (like GameMaker), but I don't know C++, or java, or any of that. I've spent over half my life on RM2K3, and it's just what I know.
VXAce has scripts that allow you to add pixel movement and it's pretty much 2k3 on beef. I believe there's something like that for MV as well, and it also has built in side-view battle system.

Of course, if you don't care about having to be stuck to the grid itself, you can parallax map the game and deal with that (check out Sunset Over Imdahl for an example of this done in 2k/3 - it's a very good game and rather short).
MV has 48x48 system tiles, so you want 24x24 - you can draw 24x24 tilesets and scale up 2x with nearer neighbour algorithm.

MV has also plugin for change tiles size... In XP, VX and ACE also someone can write similar scripts.

If you want use only 2k3 also is a solution.
You can make a lot of terrain tags and set other tags for other tiles in chipset.
Before you may write own map display system with use picture. Remember new 2k3 has a lot of improves in this place, so you can use for example variable on set picture number, spritesheets and display setting (you can display the picture in every layers for example above tileset and below characters etc.) Of course this have a limits - you can make only a 1 layer with below layer tileset (because upper layer not has a terrain tag) and hard to make a autotile. And before all sprites in picture and more and more work. Generraly this is possible but unprofitable. Better stay with 16x16 tile size...
@Liberty: What do you mean by "2k3 on beef"? You make it sound like a sandwich. lol. Although I don't think that pixel movement would really solve the problem unless I used it in tandem with a parallax or picture-based backdrop. And yeah, I've already thought about doing that, and I'm sure I could pull it off, but it would be a constant pain in the ass, and a new pain in the ass with every new map. lol. Also, I really don't care about built-in battle systems. I really don't use them. I script my own battle and menu systems. I think that having a built-in battle system is nice for people who need that, but I look at them as a copout when I know I can do better.

@Dragon_Kamillo: I didn't know that MV's tiles were 48x48. That's actually pretty cool, and gives me another reason to want to buy it... Thanks for that tip. Your grammar was rather difficult to read, but I think I understood everything in the end. My only real complaint with MV (that I can think of) is that it's higher resolution. I'm just *so* used to working in 320x240 that the idea of making the jump to 640x480 just feels massively intimidating to me...

Also, it's really not the end of the world if I can't manage to change the tile size for 2k3. It's just something I would like to do and play around with. It's not something that I actually strictly need to do. But oh, boy, would it ever be nice. lol.
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