However, sometimes this is not always the best choice.
If you didn’t export into your game folder, you will need to import it into your game.Īs I said above, you can export the file directly into your game if you would like. Once you’ve exported the file, you are done. This will save the step of having to later import the tiles. However, you can also Export directly into the Tilesets folder in the Graphics folder of your game. Typically, I export right to the same folder I saved the file in. You want to save an easily editable copy in case you want to add or delete other items (because trust me, you will). When you save it will be automatically saved in Gimp’s. Give it a good name so that you can easily remember what it is later. You can name it whatever you want – perhaps MyGameNameTileE or DwarfsHouseTileE. So in this case, I am going to save mine as TutorialCombineGraphicsTileE. You’ve created a new tilesheet and don’t want to rewrite the original. Sometimes in Gimp, even this can be a bit confusing for new users. Once you have all of your tiles in place, it is time to save and close. When you move the tiles to where you want them, they will snap into place, ensuring that your tiles will not be misaligned when you go to create your map in Ace. Remember how you set Snap to Grid earlier? This is the other moment when it comes in super handy.
You can also choose the 4-directional arrow from the toolbox.ĭrag the selection to its new home on your tilesheet. You can move them to their new home on the sheet by moving your mouse over the pasted layer until it turns into a 4-directional arrow. The graphics should be floating as a separate layer in the middle of the sheet. Paste the graphics into this sheet (using edit, right-click or CTRL-V). Now, go back to the sheet you are moving the graphics into. You can do so by going up to edit, by right-clicking or by using the CTRL-C command. Next you want to simply copy your selection. The rectangle select tool will snap to the grid lines, ensuring that you don’t mistakenly leave a row of pixels out or pick up extra pixels from neighboring tiles, which can cause big problems. This is where Snap to Grid first comes in handy. Using the rectangle select tool, select the tile that you want to move. Now that our set up is out of the way, go to the image that contains the tile you want to add. If you find yourself working with a lot of Ace tiles, you can change the Default Grid settings in Preferences under Edit.Īnd last before I start cutting and pasting, I turn on Snap to Grid for each image. At the Spacing option, change it to 32 x 32 (making sure it is set to measure in pixels). To change the grid, go to Image and Configure Grid. You want to have a 32 x 32 pixel grid since this is the basic size of a tile in Ace. Most likely your grid will not be set correctly. So go on up to View and select Show Grid. For some RPG Maker tasks, you won’t need the grid, but when you are cutting and pasting tiles it is essential. The next thing I do is turn on the grid for all of the images I am using. Go to Advanced Options and make sure Fill With is set to Transparency. If this is the way you want to go, go to File and New Image. Both sets can be found here: Īnother option is to start with a blank image for your Tilesheet. I have opened both of these files in Gimp. In this case I am using Celianna’s Tile E (because I knew it had room to add tiles into) and I will be adding doors from her tavern parallax set. The first thing you want to do after starting up Gimp is to open up the images you want to combine. Any of the Tile A sheets have their own set of rules and will be discussed at another time, although many of the techniques in this tutorial still apply.
A full complete set would often consist of sheets A1-A5 and B-E, althoughįor our purposes today, we are going to be discussing Tilesheets B-E. Tileset – A combination of Tilesheets used to create a map. A1-A5 are five different sheets and B-E are four more separate sheets. Tilesheet – A “page” of combined graphics. Common terms are typically used as follows: Before we start, let’s take a moment to review a bit of common RM terminology.