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March 28, 2012
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RPG Maker 2000 and 2003 Tileset Template by jojogape RPG Maker 2000 and 2003 Tileset Template by jojogape
Tired of having to replace the original tiles with yours or not knowing where to put your tiles? Well here's an easy solution!

Each square is a tile.
Blue tiles are for water.
Grayish blue tiles are for deeper water.
Dark blue tiles are animated; each animation covers one column (4 squares; 4 frames)
Green tiles are for floor textures, woods, mountains or lakes. Make sure that you use them in 3x4 arrays!
Gray tiles work like green tiles, but can also have the Square passability mark, which can't be used in the rest. Actually they work exactly the same way. Ignore them, they are like green tiles since both can have the Square passability mark.
Light green tiles can be used for everything. They will appear as is: they don't make groups or animate. Each square is completely individual but you can still combine them to create something bigger.
White tiles are left for transparency.
Finally, yellow tiles are for the Upper Layer. They not only can be used for whatever you want but also appear OVER other tile from the Lower Layer.

Tell me if you think I should change anything!

And... needless to say, feel free to use!

PS: I don't know if this works for other versions, sorry.

PPS: New version! [link]
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terrmedia Featured By Owner Nov 30, 2013  Student General Artist
very useful, thanks. :)
jojogape Featured By Owner Dec 1, 2013  Hobbyist General Artist
Thank YOU for the fave! ^^
Be sure to the check to new version too! (in the description)
princessninjato Featured By Owner Sep 23, 2013   Digital Artist

jojogape Featured By Owner Sep 24, 2013  Hobbyist General Artist
Thank YOU for the faves ! ^^
princessninjato Featured By Owner Sep 24, 2013   Digital Artist
You are welcome, I am getting back into RPGmaker soon and this can be of some help in so many ways
I can change the sprites and add things but the tileset part is where I get a bit off....
Also I'm looking into adding your own custom images as a map and just add invisible markets 

One step at a time
jojogape Featured By Owner Sep 25, 2013  Hobbyist General Artist
You mean using panoramas to map and invisible barriers?
princessninjato Featured By Owner Sep 25, 2013   Digital Artist
thats one idea if I can get the size right
jojogape Featured By Owner Sep 26, 2013  Hobbyist General Artist
from 240x320 onwards you should be good
Zapthechu Featured By Owner Feb 9, 2013
How can i create my own chipset and add pieces so that i end having a large one like it was 2+ combined chipsets?.

For example, let's say that i am working with a tileset that has pieces to build a house and the roof is red colored, then i want to build another house with a different color, but that one is in a different set, i noticed that when i try to shift between different sets, the tiles that i already put in the map get all messed up.
jojogape Featured By Owner Feb 10, 2013  Hobbyist General Artist
It's impossible to use two tilesets at the same time. And you can't change a tileset's dimensions. But you can add new objects via events. The sprites for events are put either on the Upper Layer of your chipset or on a charset. Event passability, however, is reduced to below, above, or on the same layer as hero. Most of the time it works, though.

For example, in my game there are some stores where you can buy drinks. Since their sprites are in a charset, they can always show up no matter the tileset. Spriting complex objects through events helps you reduce the indexed colours for your tileset, and leaves more space in them for other objects in the map.
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