Most efficient way to upload illustrations as tilesets?

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Started by tetona 2 posts View original ↗
  1. I have made a series of custom illustrations for my  project, but I have no idea how to efficiently import them into the program. The end result each time is an image which is way too large, and doesn't properly fit the specs of the tileset interface.

    Is there anyway around this?

    Here is an example of one of the illustrations.

    002.jpg
  2. You should make your image the correct size from the start. What you're doing is parallaxing, and for this method, you can pretty much ignore the tilesets altogether.


    Tiles are 32x32 pixels. So your image needs to be a multiple of 32 in each direction.


    Once your image is done, work out how many tiles are needed to display it, and set your map to that size.


    Save the image into the Parallaxes folder and set it as the parallax background in your map properties.


    Then you'll need a parallax locking script to ensure it moves in sync with the player.


    You WILL need to use the tileset to set the areas where the player can walk. This is also limited to a grid of 32x32 pixels, so remember this when making your image, so you don't end up wanting the player to be able to go half a tile further than they can.


    Look up parallax and you'll find some tutorials on how to get the maps into your game and set the walkable areas.