Avy's MV Stuff

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Started by Avery 1966 posts Page 94 of 99 View original ↗
  1. Avery said:
    (So, in case you need something specific and didn't know, I am up for commissions)

    I wanted to check- is this still true Avery? The post was a while ago- I'm working on a pirate-themed RPG and I did hear somewhere you designed an excellent ship (I'm still combing through the replies to hopefully locate it), but commissions may be the perfect way to go here. If you're interested I can let you know what I'm after and we can talk pricing. Your work is exemplary.
  2. kyjask said:
    I did hear somewhere you designed an excellent ship (I'm still combing through the replies to hopefully locate it)
    It's in the first post, under Exterior.
  3. Just spent a few hours combing through all of the pages as not everything was posted on the first page. 100% WORTH IT. I love your work, and have been a fan for a while. Thank you for everything you do!
  4. Iliketea said:
    @Avery


    These tiles let my german heart beat faster <3


    I love them! :thumbsup-left:
    From one German to another, I second that heartily!

    @Avery I'm relatively new to this thread so I've been going through all the posts lately. All I can say is I really appreciate and admire all the work you have done and how I can only dream of creating the kind (and quality!) of content that you do.
    Again, thank you!
  5. Thats the biggest resources support i ever seen, thanks a lot! Was searching the Cat Battler but wow, what an incredible job of all, will use ginea pigs too, beautiful, the butterfly too for make a health event like Mother series, ah and the horse for my other proyect, and some incredible titlesets. Will remember to send you the games when theyre finished, for now im finishing the demo translations, as it was originally in Spanish. First proyect is Sci-Fi, space themed: A Space RPG: The Earthian Starship and the second is Slasher Gorest Forest: Beginnings Of Evil. :hhappy:
  6. Avery said:
    Something that all Makers since RMXP lacked, full directions for the chests.


    6rihkbuv.png
    Next versions need workers like you not lazy ones than only do one direction in one of
    the most essential things as the chests! thanks!
  7. Hey, these are extremely impressive tiles. I'm using MZ however, I tried to import the jungle dungeon and it doesn't sync up too good, specifically the auto tiles. I was wondering if there is a trick to it. I'm happy to attempt to edit it to make it work but any tips or ideas on how I could get it to work or what I could do to edit it for better conversion. Anything you could share would be great!
  8. ThePuckington said:
    I tried to import the jungle dungeon and it doesn't sync up too good, specifically the auto tiles. I was wondering if there is a trick to it.
    It's difficult to give advice without seeing what the problem is. Just saying "it doesn't sync up too good" doesn't really mean anything specific.

    If you post a screenshot of what it looks like in-editor and in-game for you, we can probably see what's not right.
  9. First the stepping stones don't auto tile correctly(first image) which I'm unsure how they're meant to. Second, when I use the water auto tile, it flickers the stepping stones (as seen in the next image) when the water is on it's fourth moving loop it brings all these stones in.

    Otherwise as seen in the next image the grid seems slightly off placed which makes it double the work to build a map, i.e I typically have to use 2 grid spacings at a time to do what would normally take 1 say in the default cliff tiles - granted this is likely an easier fix by merely moving the tiles in photoshop to place how I like..

    P.S I imported them as seen on the spoiler files.
  10. ThePuckington said:
    First the stepping stones don't auto tile correctly(first image) which I'm unsure how they're meant to.
    That's why I asked you to show how it's set up in the editor or tilesheet, because the images that Avery posted are not formatted as plug 'n' play. It's a good idea for you to check out what the expected file formats are for anything that you want to start replacing - in the editor, click Help -> Contents -> Documentation -> Asset Standards.

    You can see from the diagram of the A1 tilesheet there that the stumps in Avery's download are placed in a block on the sheet earmarked for waterfalls, which have their own format. Visually, you can tell the stumps are actually using the other regular autotile format.

    If you cut and paste them up a column, into any of the blocks labeled C in the diagram, they'll autotile properly.

    ThePuckington said:
    Second, when I use the water auto tile, it flickers the stepping stones (as seen in the next image) when the water is on it's fourth moving loop it brings all these stones in.
    I don't see this in my test game, but I bet it's related to the point above. Animations have no fourth frame. The two water autotiles from Avery's download work for me where they're placed.

    ThePuckington said:
    Otherwise as seen in the next image the grid seems slightly off placed which makes it double the work to build a map
    I also don't understand this part - are you saying the white outline in your picture is what you see in the game? The A5 sheet is the correct size and alignment for me, I dropped it into MZ and it looks perfectly fine. Perhaps try re-downloading the file? Are you using any plugins that do anything to the drawing of the map?
  11. Thank you!

    to the last quote, no, The white outline is to show what's inside. It's likely due to the blended style of the textures that gives off the wrong square sizing. It's fine really. You've helped the main part - so thank you again!
    ATT_Turan said:
    That's why I asked you to show how it's set up in the editor or tilesheet, because the images that Avery posted are not formatted as plug 'n' play. It's a good idea for you to check out what the expected file formats are for anything that you want to start replacing - in the editor, click Help -> Contents -> Documentation -> Asset Standards.

    You can see from the diagram of the A1 tilesheet there that the stumps in Avery's download are placed in a block on the sheet earmarked for waterfalls, which have their own format. Visually, you can tell the stumps are actually using the other regular autotile format.

    If you cut and paste them up a column, into any of the blocks labeled C in the diagram, they'll autotile properly.


    I don't see this in my test game, but I bet it's related to the point above. Animations have no fourth frame. The two water autotiles from Avery's download work for me where they're placed.


    I also don't understand this part - are you saying the white outline in your picture is what you see in the game? The A5 sheet is the correct size and alignment for me, I dropped it into MZ and it looks perfectly fine. Perhaps try re-downloading the file? Are you using any plugins that do anything to the drawing of the map?
  12. Good compilation sprite in first post.
    Especially animal sprite for section farm in my short game. Thx Avery. :ywink:
  13. How do I get the closet doors to not be like this? I go through this typically for VX tilesets (For obvious reasons) but this is MV that I know of

    Edit: I figured it out, nevermind!
    EDIT AGAIN: So a new problem formed..
    How do I get it down where it should...??
  14. reebunny said:
    How do I get it down where it should...??
    Please note from the first post in this thread:
    Avery said:
    DO NOT ASK HOW TO USE RESOURCES HERE!
    This is actually a forum rule, but many people seem not to read it.

    It seems likely that your spritesheet for the door is not the correct size. Please read the documentation in Help -> Contents -> Documentation -> Asset Standards -> Characters, and if you still can't get it formatted correctly post a new thread in support asking about it.
  15. reebunny said:
    Edit: I figured it out, nevermind!
    EDIT AGAIN: So a new problem formed..
    How do I get it down where it should...??
    I use Event Sprite Offset in the note line of the event.
    -x= moves the image left
    +x= moves the image right
    -y= moves the image up
    +y= moves the image down
  16. ATT_Turan said:
    Please note from the first post in this thread:


    It seems likely that your spritesheet for the door is not the correct size. Please read the documentation in Help -> Contents -> Documentation -> Asset Standards -> Characters, and if you still can't get it formatted correctly post a new thread in support asking about it.
    Thank you! I'm sorry for not following that rule
  17. AlphaOmega said:
    I use Event Sprite Offset in the note line of the event.
    -x= moves the image left
    +x= moves the image right
    -y= moves the image up
    +y= moves the image down
    This might be a livesaver for all my other events! Thank you very much
  18. how to set moveroute for the fortune teller?
  19. xabileug said:
    how to set moveroute for the fortune teller?
    First off, what version of RPG Maker are you using? Every Maker works a little different. Second, users aren't allowed to ask how to use resources here. Questions like that belong in a separate forum, I'm pretty sure it's Maker Support but I could be wrong. You might find some help there.
  20. All the links are showing up broken for me?