The construction of plenty rpg worlds is based on tilesets (identical- sized tiles able to be easily set up into maps or diverse levels). Inspite of the fact that the principles of size selecting and technique varied, the main idea of constructing and composing tiles hasn?t changed so much. In tutorial we?re going to learn how to draw autotileset of ground in RPG Maker?s style.

We begin from the singular tile which is the basis of grass tileset. If we haven?t any of it right in a moment- let?s draw one.(**1**) First of all we determine the size of tile abled to being operated by our map editor (mostly it is square sized: 8×8, 16×16, 32×32 etc.), I choose 32×32. We fill the square with green and (**2**) add grass texture.(**3**) Then we correct the edges to make tile repetitive from each of sides (the error of ?snip off-effect? is frequently comitted at the first steps). (**4**) Finally we add h-lights on leaves and (**5**) shades under them.

**Tip:
**One of the easy ways to create grass texture is (

**2A**) to draw singular clumps of leaves branching out in different directions. (

**2B**) Later we add singular grass blades located among clumps using the same branchy look. (

**2C**) Finished tile is supposed to look more or less like that one.

**Tip:**

To check if the edge connection is correct you need to divide (**3A -> 3B**) your tile by grid into halves and relocate one of them next to opposite edge which we want to check. (**3C**) We divide adjoining halves in half again and make corrections in that area (between blue lines). (**3D**) When the edge will be ready we relocate the current quarter into his original place. (**3E**) Now we are sure that left and right side always will be compatibles. We repeating the instruction above with bottom and top edges.

(**1**) Now we can use our finished tile as repetitve pattern, however to take advantage of it to construct a map we also need some estethic edges. We place 9 adjoing tiles into square and next (**2**) we cut off:

-the halves of side tiles

-the quarters of corner tiles

The middle tile stays whole. (**3**) Along the cutting line we draw an edge (as an example i used stone fence). (**4**) Finally we create corner edges and here we have ready tileset, we can cover them every sqaure or rectangular area.

**Tip:
**(

**2A**) We don?t have to cutt off halves precisely, we can remove just a little bit less, but it?s important to be careful with two aspects:

-the more we cut off, the more space remains for the edge area

-never cut off more than a half (blue line)

**Tip:**

(**3A**) Exists a couple of rules we have to obey while edge making. (**3B**) The edges must match and be repetitive, it can be checked by the same method we used before. Tile edges can be (**3C**) regular (**3D**) or not, it is essential that edge endings adjust to each other on the same height. (**3E**) The shape of edges is completely up to you, the thing is to remain it smooth.

**Tip:
**(

**4A**) To build fine corner edge you need to (

**4B**) copy the halves of adjoined tiles right next to the border line, and then (

**4C**) finish missing element. (

**4D**) Repeat the instruction for the each of the corners.

(**1**) Now we need a new ground- tile which will be merged with our tileset on the game map. Of course we can also leave the tileset edges transparent (our set is going to be more universal that way), still I personally prefer combined tiles, because of the fact that they are merging better and it is more flexible to adjust the details. Therefore (**2**) we prepeare 9 tiles joined into square. (**3**) We put our tileset on it and complete the details (actually i ignored this point in my example above, but you can add for instance stones partially covered by sand). We add singular used ground-tile at the whichever side just to present them whole.

Another stage is creating ?icon?, which help us later to find particular tileset, when we?ll gather quite a lot of it eventually. (**1**) We focus only on the tileset corners. (**2**) We divide corner tile into 16 pieces to form a square and cut off bordertiles then remains only the interior square. (**3**) From that 4 come into being corner squares we form 1 tile and (**4**) we put it next to the tileset edge.

(**1**) In the last stage I?ll tell how to create interior corners, without them we can?t build any map with diversified shape. (**2**) To make it pick basic grass tile and remove the quarter which suposed to overlap onto the sand-tile. (**3**) In the removed quarter paste other one from the sand-tile. (**4**) Next we need to finish the missing corner (stone fence). The instruction above repeat with every corner, then (**5, 6**) join each of 4 finished pieces into one tile (if we won?t create autotileset we can skip point 5 and 6, to to gain full set of interior corner tiles.

**Tip:**

(**4A**) Interior (and exterior) corner doesn?t have to be right. In range of ? of tile we can bend the corner whatever we want, but it must fit to adjacent tiles.

(**1**) All 12 tiles we put together in one set and save. (**2**) Such prepeared autotileset let us create various shapes, without any problem of pieces which are unable to join with the rest of them.