A simple request for VX Ace - Shadow tiles

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Started by Little Paw 10 posts View original ↗
  1. Here's an example of what I need:

    Q2KuCFo.jpg

    This example was made within the editor. What I need are transparent shadows (like you produce with the shadow tool in the editor) against a transparent background. I need these to be usable as event graphics, so that I may place them on top of B-E tiles. I would really appreciate it if someone could help me out with this.
  2. Why not use that image itself?
  3. Engr. Adiktuzmiko said:
    Why not use that image itself?
    Because I don't know a thing about Photoshop.
  4. I'm working on it. =]


    ShadowEvents_zps7b8c81da.png


    There you go.


    It's just plain black at 50%.


    Let me know if the shade isn't right.
  5. Well, there's 2 problems. The first is that I can't tell it apart since the shadows kinda blend in with the transparent background. Second of all, it doesn't seem to be the right size or something?

    UBneNHh.jpg
  6. You said you wanted to use them as event graphics so I made it as a 96 by 128 event graphic size. Is that what you wanted? As far as being able to see the edges you have to go into the Game and select them in the event graphics portion of the event editor and it will be easy to see them from there. It is true that the checkerboard background of transparency makes the shadow squares look funny but there's not much I can do about that. Just import the file as a character beginning with a dollar sign and an exclamation point.


    That will take care of the size problem.
  7. the problem is that you asked for "shadow tiles" (which is what you got) when you really wanted "shadow ground sprites" - which require different formats.


    You can use Grandmadeb's picture if you have a free B to E slot to place it there, and then use it for the event sprites.


    If you don't have a free tileslot, you need to wait until someone reformats that into a spritesheet of shadows.
  8. Andar said:
    the problem is that you asked for "shadow tiles" (which is what you got) when you really wanted "shadow ground sprites" - which require different formats.


    You can use Grandmadeb's picture if you have a free B to E slot to place it there, and then use it for the event sprites.


    If you don't have a free tileslot, you need to wait until someone reformats that into a spritesheet of shadows.
    It's 96 by 128 - I don't think it should be reformatted....


    He just needs to add the $!


    Here is a guide so you can know which Shadow tile is which - but DO NOT USE THE GUIDE!!!!! Use the original image WITH $ and ! at the beginning of the name of the file.


    ShadowEventsGuide_zps9258a8b3.png ** ShadowEvents_zps7b8c81da.png


    ***********************


    Thought about it - maybe this format will make it easier - remember the $! and don't use the green copy.


    ShadowEventsALT_zps67768451.png ** ShadowEventsALTGuide_zpsb3218da6.png
  9. Well, the second one is much easier to use, and I added the $! to it, but...

    aU2JlHg.jpg

    It doesn't.... look quite right...

    Basically what I'm trying to do is make it look like you're walking up into an overhang leading up to the second floor.
  10. Part of the problem may be caused by the fact that it looks as if your carpet going up the stairs slices away the lower part of the ceiling tile - i.e. the upright bit.

    Next, I'm not sure if you are using the corner shadows from the big rectangle, because it looks as if the shadow going up is darker than the shadow going across.

    Finally, set your shadows to star passability if you are using them from a B-E tile sheet or 'Above Characters' if they are events, and then they will fall on the sprites, instead of the sprites standing on them.

    Slightly different issue, but you will help your perspective if you also shift-clicked the final, top tile of carpet in the vertical corridor so that the pattern ends with the shadow.  That will increase the impression that the carpet is running behind the wall.