Im gonna separate each part with a number for a better understanding
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First of all, all of these are animated autotiles except the number 2 and 6
number 1 is linked with number 2 5 and 6, so u must have in mind that they can work together, meaning that while mapping u will be able to put 2, 6 or 5 on the 1 without deforming. ill use an example:
The rocks' and iceberg's transparence is available only for area 1, so if u use them alone it creates ocean automatically. those areas and area 5 do not transform what you make with area 1 (ocean) but if u try with something else, its gonna be modified like the fence example, it forces the autotile to make edges and it doesnt fit. and in the example of the dark water in the lower part, its autotile of water with grassy edges, the autotile didnt show its edges because the autotiles are not linked.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2Ffdgsdg.png&hash=f04952bc0fb4e3c267feb84b977d1dd6086fe90a)
another thing u must have in mind is that number 1 is made so you can use the boat on it, number 6 is made for the ship so in a normal game these 2 pieces of the layer are gonna be for the ocean in the worldmap. unless u have another idea in a space game or something like that in mind for the vehicles.
Now with photoshop were gonna divide this with a grid of 32 pixels with 2 divisions. for instructions of the usage of grid and snap read my grid tutorial http://www.hbgames.org/forums/index.php?topic=20828. in the case of VX we use an extra of the 2 divisions of the grid because VX uses the exact center of the tiles in the autotiles to make patterns so it will be useful, with the grid you must have something like this
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FGridtile.png&hash=2a5d067c8fe239594966e64e64b189b11b9c3061)
And we will start working with the numbers 1, 3, 5, 7 ,9, 11, 13 and 15, these are normal animated autotiles as seen in XP but now they are shorter. Im gonna explain the difference between the ones from XP and these ones: And were gonna call these autotiles Terrain Autotiles (T-Autotiles) and animated T-Autotiles (AT-Autotiles)
this is an XP AT-autotile:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2F001-G_Water01.png&hash=ab83832a7d13b6e17a54749639889bcb9ff9199c)
It has 4 T-autotile sets. RMXP takes each of those 4 sets and follow a sequence 1 per frame to animate it. Now im gonna explain how the at-autotile works
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FXPAUTOTILE.png&hash=dca91a71b2e318c1e4cfab64b10aa2ba4d94ff71)
areas 5, 7, 9 and eleven were to keep a straight sequence when mapping 4, 6 10 and 12 were corner (pretty obvious) and the area 3 was divided in 4 corners made to create the curves formed by the corners from inside.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2Fasdjla.png&hash=6ef220d3b06ca11e5f22decf99689cc9ff89b64c)
Now The same AT-autotile but now for VX
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FVxadsa.png&hash=250744fd02a8a8e308ece2878062797aca7f5a03)
As you can see now there are only 3 sets of t-autotiles and areas 2, 5, 7, 8, 9 and eleven are gone, so if you want to make an XP autotile fit in VX you just have to remove those areas and in the case of animated autotiles just remove the areas mentioned and put them all together then just crop. and u have an AT-Autotile or T-autotile
How does it work without the areas 2, 5, 7, 8 and 9? you might be wondering, well its almost the same, as i said before, VX T-autotile programming is simplier and at the same time more complex:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FVXautotileconfig.png&hash=2bb233756793fc0aec89f3293e33520ea08eb1ed)
they just discovered that there was a lot of space that wasnt needed, and area 2 was useless, so now it works this way, thats why i told you to make 2 divisions on each 32 pixel square, to edit these T-autotiles you will need the halves because this VX editor uses them
Now when you create a T-Autotile u must make sure that the area 8 is solid and can make patterns because its the area that makes all the area of your mapping, u must make sure that all the edges can be linked.
I made this T-Autotile, its not an AT-Autotile but as a T-Autotile it works the same way
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2Fvxtile.png&hash=b3a6a5b35761b83ecab0720ea06e909b1d0d94a7)
as you can see the area 8 is solid and the edges match, that will make the patterns fit when i create my maps with this.
Now you're able to create AT-Autotiles and T-Autotiles
Now we can modify the autotiles 1, 2, 3, 5, 6, 7, 9, 11, 13 and 15, now the other ones. the autotiles 2 and 6 are not Animated T-Autotiles they are just T autotiles, and to modify use the same method i mentioned, just as i did in my last example of the mud T autotile
the autotiles "4, 8, 10, 12, 14 and 16 work in a different way, these are completely new autotiles. Im gonna call them F-Autotiles, (falling water autotiles)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FTileA1tut.png&hash=27f93441217ab2854ebf20ed7b698bfcf19d7489)
the way this tiles work is easy in a way but the creation is hard. so i hope this help spriters to create new F-autotiles
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It is a 2 tile animation, it just changes it frame from 1 to 3 and repeats, so the sequence must be made manually, it uses half of the tile to create edges (the halves to the right and to the left and doesnt modify other autotiles. the other 2 halves (the ones in the center) create the patterns if you want the waterfall to be larger so u must make sure they fit up and down and letf and right in a sequence.
This is an example of a waterfall for XP
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2F033-Waterfall01.png&hash=754c8b124ff693432a51aa8e8d487e8c2dec92bf)
Now this doesnt work for a F-autotile because it uses only 2 horizontal tiles in sequence so theres no way you can put the source and the water falling.
i solved this problem with 3 diferent autotiles, 1 for the source one for the water falling and 1 for the river getting the watter
and my whole TileA1 ended up like this
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi63.photobucket.com%2Falbums%2Fh144%2Fbusbuzz%2FTileA1-1.png&hash=79b3d7e670d81a0f20fe32ef9b3f0483baff16c9)
I just adapted XP autotiles because I like them but you can create your own autotiles. In the case of the ocean autotiles i didnt touch them because im gonna use them for the world map. Its not possible to use XP oceans with the waves because it uses 3 linked autotiles and we can only link 2 autotiles.
And were finisheed with the TileA1