tried his best to avoid that similarity trap, but he could only go so far without losing track of the targetted style. But honestly, we also really like how the RMXP RTP looks and actually wanted to create something like that. At 48x48 or 64圆4, we'd have even fewer existing tiles for reference and inspiration, so that's how it turned out that way. We thought 32x32 was a good compromise.īut we haven't found many Japanese video-games that used 32x32 tiles for reference, so RMXP was one of our only sources of inspiration, which is why they look alike so much. We considered making them 48x48 or 64圆4, but eventually settled for 32x32 and making something people could use instead of the proprietary RMXP RTP. We wanted to make tiles that would look good on higher resolution devices, so 16x16 wasn't the best choice for that goal. I'll talk to him to see what we can do about that, but for now you could just put equivalent tiles from RMXP side by side with those and see that they're really completely I understand that concern, it makes sense. Maybe has some of that, but I think he mostly doesn't because having separate layers for every tile on a big tilesheet consumes too much memory, so I think most of them are already flattened :( He also mentioned just looking at the layers isn't very telling of how they were done, because he doesn't always create new layers, so it gets pretty messy.
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