![]() Note, though, that the illusion of depth is also complete: the back wall of the cave runs from floor to ceiling, and thus is three tiles tall. So the functionality of this map's depth is complete: if the hero wants to stand on either of the two levels of the plateau, he has to walk up the stairs. This means that even though the hero in the screenshot is able to stand on the tiles directly above him and to his left, he can't actually get there without taking the long way down the stairs. the upper edge of the plateau is flagged so that the hero cannot walk over the top edge of the tile directly onto the floor below. The edges of the plateau have their Directional Pass flags set in such a way that the hero can walk on them, but not through them from all directions. This map features an icy room with a two-level plateau in the middle of it. ![]() Thus a fully-walkable tile has four arrows, and an obstacle has four dots. If the edge has a dot, he's blocked from walking across it. If an edge shows an arrow, the hero can freely walk across that edge of the tile. Each tile on the tileset has four flags, one for each edge. On the right is the spot in the editor where the magic happens. In fact, my silly brain can only bring two to mind, one of which is Balmung Cycle by Magi:Īttack of the RTP Ice Cave! On the left is a quick map I knocked together to show this off. Very few RM games make use of this concept in any meaningful way. ![]() He can climb up to higher levels or jump down to lower ones. In such a map the hero not only can see the depth of the map, but also interact with it. When a map plays with the third dimension in a way outside of simply adding the visual illusion of depth, it can be said to have elevation. The hero can't actually climb down into the pit, though it might as well be a pile of rocks, or a giant cave mushroom, or, indeed, a jagged blackish-brown unwalkable expanse. The illusion of depth is held in place by a shallow pit in the floor which looks about as deep as the hero is tall, and the vast cascading waterfall plummeting into the depths of the cavern. The same praise and criticisms of the previous two shots apply to this one as well. This cave is probably located inside of a mountain, which is in turn located inside of Beloved Rapture. First up is this shot from Beloved Rapture, by BlindMind: To help illustrate this point, I have picked completely at random three very pretty screenshots from various popular RMN games. Unfortunately it's also where most RM games draw the line the hero's movement is restricted in four directions, and the illusion of depth only exists only to show us where the boundries are to the hero's field of movement. That's the bare minimum that people are accustomed to seeing, playing and designing. Anymore, we expect that much from RPGs, including RPGMaker games. In the second shot it's easier to imagine he's walking around inside of an actual space. In the first screenshot it's hard to visualize the hero doing anything but, well, literally walking towards the edges of the screen. You can see the walls, and therefore approximate how far away the ceiling is. It's because there's a Sense of Place there. It's not just because it's more visually interesting, though it is more visually intresting. These two maps are functionally identical, but the one on the right is more engaging. You can find an animated version of the fire in my animation section.Left: a map. This is extremly useful for cliff bottoms or the bridge start piece. Under the cliff parts you can find a single tile with a small row of grass. There is also one bridge tile that is only meant to be used for a single tile river. Therefore you have some start/end pieces, too, for parts that lay half in water/half on grass. I made bridge tiles that are supposed to lay right on the water. In the Spring tilesheet you can find various examples of clumping tiles together, feel free to make some of your own. The end parts are slightly different to fit the two different water autotiles. The waterfall has one start, one middle and two end parts. I reworked the normal rtp waterfall so that it fits the new water-autotiles. The A1 tilesheet can be copy/pasted above another A1 rtp sheet or single autotiles can be used individually, but remember that the placement of the waterplant autotile has to be correct to work.
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