When the name of a map is displayed by an event command, etc., the name entered here will be used. It's recommended to use names that are easy to understand and meaningful to the creation of the game. Right-click "Map List" in the "RPG Maker Window" and select "New Map" to create a new one.Įnter the name of the map. Select the tiles you need from the "Tile Data Selection Window" and click "Add to Group".Ĭreate new maps and edit existing ones. It's also possible to give this tile group a name. Right-click "Tile Group" in the "RPG Maker Window" and select "New Tile Group" to create a new one. Tile groups can even be made from the "Edit Map" screen, which allows you to make your workflow more efficient by organizing the necessary tiles before editing a map. Take the tiles that have been registered and create groups that contain only those needed to make the game being worked on. If neither option is checked, passage through the tile will not be possible. Choose from the vehicles listed in "Characters → Master Character List → Edit Vehicles".Ĭhecking "Can Pass" will allow passage over the tile, while checking "Can Go Under" will allow passage underneath it, which lets the vehicle hide behind the tile itself. Select a vehicle you wish to edit the settings for. For example, it's possible to create sea/ocean tiles that characters can't pass through but boats can.Īdd a vehicle to edit the settings for.
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Set a proportion of the character's Max HP, represented as a percentage.Įdit settings for whether vehicles can pass over the tile. Setting this to "ON" will cause the tile to deal damage. Set whether the tile will deal damage to a character when they pass over it. If you wish to allow a character to speak to another character across a table, register the tile as one by checking this box. The area on the character around their feet will be covered by the tile. The animation will be the same as for moving up the screen, regardless of whether the character is going up or down. For example, from just the top and bottom, or from the left and right.Īllows passage but adjusts the character's animation so they appear to be climbing a ladder. Most tiles allow all four directions but you can also restrict passage for certain ones. Set the directions for which passage is possible. The maximum size that can be registered is 2048 x 2048.Įffect parts for bodies of water, lava, etc.Ĭhecking this option when using an image file with a resolution greater than 98 x 98 will display it as scaled down to that size.Ĭhecking this option when using an image file with a resolution greater than 98 x 98 will split it into separate tiles of that size and register them all in the tile data.Ĭhecking "Yes" will register it as an animating tile.Įnter the number of frames for the animation.Ĭlicking "Save" will register the tile so that it can be used when editing maps.Įdit settings for whether characters can pass through the tile.Ĭhecking "Can Pass" will allow passage over the tile, while checking "Can Go Under" will allow passage underneath it, which lets characters hide behind the tile itself. Larger parts that aren't restricted to being 98 x 98 pixels. If this tile is already painted, the square of Auto Tile C and one square below it cannot be overwritten by another tile. When this tile is painted, the bottom one square is erased. Selecting this type will turn the "Counter" setting under "Character Passage" to ON. Set the type of tile that's being registered.Īutotiles that are used for terrain, floors, etc.Īutotiles that are used for walls and other similar barriers.Īutotiles that are used for tables, counters, and similar objects. To use a new image, import image data from.
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Select an image file from the "File Selection Window" below the scene preview to use one that has already been imported into Unite. See "Creating Tile Data" for info on how to create each type of tile. There are 6 types of tiles that can be registered: standard tiles, autotiles A (ground), autotiles B (walls), autotiles C (tables), large parts, and effects. Tiles in Unite are registered and edited individually, which is different from past entries in the RPG Maker series.