![]() Other features (like eyes, clothing, etc.) are created as separate Sprites entirely and, similar to the animation layers themselves, can be rendered in front of or behind previous layers. The “Male” Sprite (seen above) consists of a head, torso and legs but the arms appear to be missing? The arms are actually split into a separate animation layer which is important because it allows the user to specify whether it should appear in front of or behind the previous layer (naturally we want the arms to appear in front of the body and not behind it). A 16×48 tile for example would still be acceptable, although less recommended for Ground tiles and more ideal for Lower/Upper Objects such as trees, tall rocks etc. It should also be noted that a tile’s dimensions do not necessarily have to fit the NxN form. The same principle applies respectively for tiles less than 32×32 pixels (eg: importing a 16×16 tile and setting the Scale to 200% will cause it to display as a 32×32 pixel tile on Maps). For example: if you import a 64×64 tile, setting the Scale to 50% will cause the tile to display as a 32×32 pixel tile on Maps – with the added pixel density, creating a higher resolution tile. Similarly, tiles below the standard 32×32 dimensions could also be used without issue, whether it is to maintain a consistent overall look if the game is played when utilizing the Change Zoom event (eg: using 16×16 tiles with a 0.5 camera zoom) or to intentionally give it a more old-school look.įor Lower/Upper Objects, users can make use of the “Scale” box to resize HD Tile-Sets appropriately. ![]() This will ensure Tile-Sets remain crisp on higher resolution monitors and/or when the Change Zoom functionality is used. ![]() When selecting an individual tile, you are able to import graphics that exceed these dimensions (eg: 64×64 pixels). It is important to note that Tile-Set tiles are not limited to 32×32 pixels.
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