![]() A5 are one-spot tiles like single repeating floors (tiles, wood floors and the like), bridges and the like. A4 are the inner version of A3 - walls and the like. That is, walls and roofs of outer houses, mazes, tree canopies and the like. They're also a bit fiddly to work with but conform to around the same as the 2k3 versions except a bit more fiddly. A2 are the ground/base tiles - that is, grass, ground, tiles and other autotiles like tables, fences and the like. These are the hardest to mess with as they're autotiles with animation and can be fiddly to get working properly when importing new graphics. B-E sheets are the upper layer (just think of them as the second half of the normal 2k3 chipsets) and all on the same layer. You can easily resize the 2k3 RTP tiles to double size and it will fit in the grid, but the setting out is different. Instead of having one sheet, they're instead broken up into pieces that can be mixed and matched. The tilesets are set at 32x32 instead of 16x16 and the way they're set up is different. That is, the default is 32x32, 4 columns, 2 rows, but you can change the size of the character pixel height and width as you like. ![]() Characters can be as tall as you like, as long as you conform to the typical 4x2 setting in a typical character set/sprite set (that's the 3 column/4row animations).
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