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Download "RPG Maker MZ: урок №2. Тайлы и Слои"

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RPG Maker
Gamedev
Создание игры
как сделать игру
РПГ Мейкер
как делать игры
уроки RPG Maker
RPG Maker MZ
RPG Maker MV
тайлы
слои
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00:00:00
so lessons lpg expanded clay lesson number two
00:00:04
tiles
00:00:05
and layers today we will
00:00:06
look at what we have to do with tiles,
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which means what a tile is, a tile is a
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graphic element, that is, this small
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square,
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this tile, this big castle of
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four squares, this is also melting, this is a
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tile this is a unit of graphics, a tile can
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consist of several squares from a
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set, it can consist of one, not
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work time,
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this is a graphic element, I think you remember
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how to use them, how to move the
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actual graphics from here to here, very
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simply with the left mouse button, click here,
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choose and left mouse button, click here
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and it’s here appears op op op op op op
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appeared cool great great
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delete until control z canceling the operation
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in rpg maker in my opinion if memory
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serves twenty steps it stores in the
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opposite direction configure it in no
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way we are not allowed
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unfortunately offensively annoying but what can
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you do, you can draw with tiles by
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location using these 5
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out of 5 tools 50 five how
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correctly it doesn’t matter the pencil well here I
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think it’s clear that a pencil is just here it is, here it is a
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pencil yes,
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let’s say I’ll take one like this this is it
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and that’s it, I’m drawing, I hold down the
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mouse button, I drag his tunnel and he seems to
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draw with a pencil, everything is clear
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square square area square
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area so let’s take a tree
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as we see, I press the left
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mouse button and hold it down and we have a rectangle on the declarant,
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that is it turns out that I
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can draw rectangles on the map,
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for example, I can draw a line,
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I can draw a vertical line,
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that is, it all depends on how I
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do it, after three this is a disgrace, then
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we have a circle, a circle, well, of course, considering that
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in the rpg maker the graphics are quadratic and the
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grid is also a quadratic circle turns out to be a
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very conventional circle, that is, but
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it’s kind of like a circle, well, almost a circle,
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not quite a circle, but oh well, what we have is what we have,
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as they say, but the
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filling itself is the most ordinary
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standard one, that is, we choose once and
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everything started up by the way Filling works
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Filling works in the following way it
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works on neighboring pixels on neighboring
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cells I apologize from Photoshop
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it happens on neighboring pixels here on
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neighboring cells if we
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divide our location on
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the site like this with one type of tiles we want to
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fill them like this then it calls us so much
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this area these areas will no longer
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merge there is
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no access to them, that is, it only
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fills adjacent cells, but actually the
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last fifth point is the shadows that
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look terrible and in general that is what they
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are, these are standard maker
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shadows this is a quarter of a square of
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this standard this black color with a
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transparency of 50 percent, that’s
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actually all this is such a terrible maker
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’s shadow, well, again, yes, there are ways
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to draw beautiful shadows, we
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’ll get to that, but it’s too early to talk about it now,
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now what’s
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interesting here, there’s such an interesting thing as a
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car tiles that it’s so much easier to show here
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there is one tree, there are
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2 of them and here we have a line of trees
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and 1 tree at a time and as you can see, they seem to
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unite, multiply and complement
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each other and become such a dense
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planting, that is, I take it and like this
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I can, by holding down the mouse button,
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draw something here, or something like this, it
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turns out to be a Christmas tree-stick to
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cool, really, but if I select, let’s say,
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more mountains, and here I’ll throw in a city, and
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here, let’s say, these are the cities I’ll throw in,
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cool, really, cool, interesting,
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unusual, said, and here here, let’s say I
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throw in something like this, you are the captain of the
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clearing,
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this is called of the time of the
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tail, this is exactly what we
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have this feature and this is the ability to
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fill the entire free area with itself,
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that is, as if ignoring the quadratic
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grid, don’t do this these are separate ones, I’ll
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now show you how it’s done
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now, I’ll show you the tiles,
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then it would look like this and it would
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melt then I’ll teach you how to do what
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I’m doing now so that they don’t
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unite, but more about that later, now it’s too
00:04:45
early to talk about it if If
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there were no auto tiles, it would look like
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this, but having an auto tylo, it looks like this, you
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will agree that it’s much more interesting
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how the inside of an auto tile works, I’ll also
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explain it to you later, this is a rather complex
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topic,
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but it deserves its attention, and I
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’ll teach you how to draw them, in general, we’ll live
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as they say up to this point, then
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we’ll figure it out, so auto tiles can be
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simple, as I just showed you, but they
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can be
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animated, sometimes they are animated, they are
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peaceful auto tiles, this is usually water
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with all sorts of different things
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that can be in it in a
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whirlpool, and for example, you can see
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some place only in the
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middle of the water because they look like
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this like this only normal
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adequately such fountains fountains waterfalls
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and fountains
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this type of water the water is mined here is
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different also some kind of swamp so this is
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[ __ ] this is not how it is done it is done like
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this here bushes what kind of thread
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Let's arrange the lava floor, this is lava, remember,
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from childhood, the floor is lava, and actually
00:06:03
something like this, well, and then we'll arrange some other
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crap, I don't remember what to write, this thing is it
00:06:07
animated or not, in
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my opinion, it's not them, peacefully, it can't be
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them peacefully not peacefully, auto tiles are always
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located in the top two of these
00:06:15
lines with graphics,
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well, of course, if you have them at all
00:06:19
in your project, that is, by default, these are the
00:06:21
top two lines that take up no
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more; you can’t add them,
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so we don’t even see where are they
00:06:29
animated in what the hell place
00:06:31
Tanya
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tell me lord you are deceiving us but in
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order to look at their animations we
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need to run the project this is done
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using the far right
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icon in the toolbar game test
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launch game tests save changes to
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save and now we have
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the screen will open, here it is, super mega fantasy, ours
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is loading, click on the new game and here we are,
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as we see, we have started,
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gone, animation, animation
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contains only three frames, unfortunately, it is
00:07:03
impossible to increase the number of frames
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at the moment, but what we have is what we have,
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at least we are happy there are no plugins for this,
00:07:11
no crutches for increasing the animation,
00:07:13
there are no auto tiles, I was looking for it,
00:07:16
well, in general, by and large,
00:07:19
this
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will be enough for a good developer, so we will definitely remove all of this,
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but actually, as for the tabs b and
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c, here the usual
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non-autos are simply located the tiles are the most ordinary, the
00:07:40
simplest, which, as you can see, don’t
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fill anything, that is, they are
00:07:45
superimposed like this, so
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now next, what I wanted to
00:07:51
say again, I wanted to tell you about the layers
00:07:55
maker m z finally added a
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normal layer system in general this is what
00:08:01
people have been asking since the times of rpg maker xp
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cat and who the hell was there when it came out
00:08:06
there were layers there were three layers here there are already
00:08:08
four layers switch layers either
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through the menu bar where you see the
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actual list of these layers or
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by using the keyboard shortcut kontrol tab and we see
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what we have here in the lower right corner,
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as I showed in the last lesson,
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the status bar
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switches these very words
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automatic automatic means
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that each subsequent tile will be
00:08:35
placed on top of the previous one if they
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intersect with each other, that is,
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let’s say I can forest and want to stick
00:08:43
a turret here, you’ll
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see the turrets from here it’s displayed on top
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now I want to put a mountain on top of a
00:08:50
turret, for example, you
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see, yes, it kind of fills one
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another,
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in fact, this is how it happens
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automatically mapping please note,
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friends, that I did this several times but have
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n’t shown it
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more precisely yet haven’t explained the tiles can be
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copied directly from the very cards, that is, for
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example, if we have this turret
00:09:18
and I need it, I want to move it, then I
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just right-click select it, move it with
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my hand and put it, that is, you can copy the
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card itself, but keep in mind that in
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automatic mode the turret will be
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copied and any tile
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not only the one we need will be copied, but also the
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entire contents of all layers, and in
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this square or in these two squares,
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as I have just selected, if I want to
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move it to the forest, the forest disappears
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because the background is working, which
00:09:50
sings under the towers, that is there is in this
00:09:53
way if you want to
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copy the contents of the layer, then
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accordingly control tab find the layer
00:10:01
where your tower is located, select it,
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switch back and put it
00:10:06
on top of the forest and nothing disappears,
00:10:08
well, I hope this is clear, in general, here
00:10:10
Potter repent, experiment and do
00:10:12
everything yourself you will do this, but I
00:10:17
forgot in rpg maker m.v.
00:10:20
I would like to ask you to notice that there are no layers, that is,
00:10:23
there are layers, but there is only an
00:10:25
automatic mode, that is, in my opinion, there are three
00:10:27
layers if my memory serves me correctly and there are no
00:10:29
options between them, there is no way
00:10:31
to switch between them, so
00:10:33
only the automatic mode is available,
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so unfortunately the maker is a little
00:10:39
worse than m z there the functionality is weaker, that's
00:10:42
it, I said everything I wanted to
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say in this lesson,
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see you tomorrow tomorrow we'll
00:10:48
look at tlc you,
00:10:50
this topic is voluminous and will probably take us
00:10:52
lesson
00:10:53
two, I think it's unlikely we'll get rid of it well,
00:10:55
as usual, link to the text
00:10:58
version in description thank you all,
00:11:01
wait tomorrow there will be a continuation

Description:

В этом уроке мы познакомимся с понятием "тайл", системой слоев и базовым маппингом. Текстовая версия на Пикабу: https://pikabu.ru/story/rpg_maker_mz_urok_2_taylyi_i_sloi_8361973 Текстовая версия на Дзене: https://dzen.ru/a/YPrP0OGcbFrhzhis Предыдущие статьи: https://dzen.ru/id/60f59c18bf54fa3b9f4d2ff3

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