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Need Help Using LimeZu Tilesets in RPG Maker MV

A topic by wolle87 created 43 days ago Views: 200 Replies: 3
Viewing posts 1 to 5

Hi everyone,

I recently bought one of LimeZu’s tilesets on itch.io and I’m trying to use it in RPG Maker MV, but I’m running into some trouble with the setup.

I’m not sure how to correctly prepare the tiles for MV’s tileset structure (A1–A5, B–E), and I’m confused about which files go where or how to slice them properly. If anyone has experience using LimeZu’s assets in MV, I’d really appreciate some guidance.

Specifically, I’d love help with:

• How to split the tileset into MV’s required formats

• Which sheets belong to A1, A2, A3, A4, A5, B, C, D, E

• Any tips to avoid blurry tiles or wrong scaling

• Best practices for organizing LimeZu tiles in an MV project

If you’ve done this before or know a good tutorial, I’d be super grateful for your advice. Thanks in advance!

Moderator moved this topic to General Development
Moderator

(moved to the right category)

As an additional note:

If someone is experienced with LimeZu tilesets and RPG Maker MV, I would also be happy to pay a small amount for creating a very simple MV demo project for me.

What I would need in that demo:

• LimeZu tiles correctly prepared and assigned to MV’s A1–A5 and B–E slots

• A small outdoor map showing the exterior of an office building

• A simple indoor map with one office room

• Proper passability settings so I can study how everything is set up

It doesn’t have to be large or polished — just a clean, working example that helps me understand the correct workflow.

If anyone is interested, please let me know. Thanks again for your help!

Heya, I was also looking into that tileset for RPG maker and came across your query here.

I have not purchased it yet, but in the free version of it, they have separate files for MV that you can use directly. But I will reply to your queries individually.

- How to split the tileset into MV’s required formats?
You will need to use any software that allows you to edit pixel art (there are a lot of digital art ones, but you need one that can handle pixel art, like aseprite, photoshop or piskel etc.). Open the existing tileset you have with RPG Maker MV in one window (these are in the folder of your game/program) and open the Limezu tileset in another window (of same program). You can then use selection tool to highlight the area of any particular tile and then copy paste it across windows with ctrl+c and ctrl+v into a new layer. Align your pasted content with the original tilesheet (remember to do it in a separate layer, so you can just hide the original later when you are done). Enabling a grid (set to 48x48 pixels) helps a lot during alignment, so do that too!

- Which sheets belong to A1, A2, A3, A4, A5, B, C, D, E?
This is a question you can only answer if you understand what each tileset means. You can read for about it here https://rmmv.neocities.org/page/01_11_01#p02 rpg maker mv. In RPG maker MV and MZ: 1 tile = 48 pixels. And animated tiles (in tileset) have 3 frames max. This is a limitation with limezu tileset because some of their animations take up more than 3 frames. There are still ways to use them, but thats beyond the scope of this answer.

In simple words: A1 to A5 are basically base tiles that make up the map, they are also autotiles, with A1 having animated autotiles. Autotiles are tiles that if you place them next to each other they combine together automatically to create a design. Like placing two water tiles together and they combine to form a pond of water.  And the more tiles you add, the larger the water body gets. This is different from other tiles that are single place, as in you place two plate tiles together but they don't combine to form a tray. Tile types B,C,D,E are all single place tiles, they will not interact with each other when placed next to each other. (you can find many youtube videos on this that are very helpful).

- Any tips to avoid blurry tiles or wrong scaling?
Depends on what software you are using, but:
1) always scale up in multiples, eg multiplied by 2 or multiplied by 3. Don't just change values randomly. If you are scaling up a 16x16 image, 2x of that would be 32x32 and 3x would be 48x48. Rpg Maker MV has system of 1 tile = 48 pixels.
2) use the nearest neighbor setting for scaling. It might be hard to explain what it does in simple words, but basically if you scale an image, it allows for smooth scaling.
3) If you have a whole sheet full of smaller sized tiles, don't try to enlarge each one with manual transform tool (that can lead to errors that are easy to miss and annoying to fix), instead enlarge the whole image.  (you can search how to do it for your own software by googling it.) Eg. in aseprite you can do this by:go to Sprite > Sprite Size and select "Nearest-neighbor" interpolation to avoid blurriness.

- Best practices for organizing LimeZu tiles in an MV project?
Unfortunately as I mentioned at the start, I haven't actively worked with this set, so I cant offer much.

Hope this helps. Its been a while since you posted so I am not sure if you still need this help, but I hope for anyone else googling regarding this, my answer at least helps them.