Here are some numbers based on the more common 150% size setting:Īce Tall Map Sprites have a cell size of 32x48 (48 is 150% of 32) Most people who want tall (non-chibi) sprites use either 150% or 200% for the size, some (for example PVGames) go even beyond 200%. MV default battler sprites have a cell size of 64圆4 MV default map sprites have a cell size of 48x48 You will need some extra space because different poses will require different parts of the cell, but you should keep it as small as possible.Īce RTP Map sprites have a cell size of 32x32 It should usually be big enough to contain the entire person or object, but as small as possible (no excess transparent space around the figure). The size of the cell is that what is extremely important - and that can be any size you choose. Usually single map sprites have 3x4 cells, map spritesheets have 12x8 cells and battler sheets (MV) have 9圆 cells - just count them on any default/RTP spritesheet. If you have read around the resource forums and especially resource support, you might already have heard about that term.īasically a cell is that space on any spritesheet that is dedicated to one single version of the person or object to be displayed on that sprite. The first step is to learn "what is a cell". With this tutorial I want to show you how to create your own templates - of any size, because all modern RPG-Makers accept and handle sprites of any size. And yes, that is similiar in how far you would be able to go in real life without knowing how to multiply? A basic shopping trip would become a problem. Limiting yourself to premade templates is the same as saying "I only want to learn addition and subtraction, I have no need for multiplication". Because the engine itself doesn't use such templates, it uses mathematics. Templates are crutches - bad crutches to be precise, because if you need a premade template then you're drastically limiting what you can do with the engine. And they don't even understand how limiting that is. MACK's Tile_D 512x512 (RPG Maker VX Ace original asset)Time and time again people who want to create their own sprites are asking for pre-made empty/framed templates because they can't work without them. You can also see the difference between simply stretching the image and scaling it with waifu2x. Here is the same example tileset I used to make it MV compatible. This way, we managed to increase the scale without losing any quality. Since this resolution was bigger than we needed, we used GIMP editor to scale it from 100% to 75% to get the exact MV resolution. We first used upscaling technique generated by Deep Convolutional Neural Networks algortihm in waifu2x website and doubled the resolution of our image. It would make the image low quality and blurry. We needed to increase the resolution of the tileset according to this percentage but we couldn't simply stretch it by changing its size in an image editor such as GIMP or Photoshop. This number is 50% higher in MV which is 48x48. RPG Maker VX Ace is using tile size as 32x32 pixels. Now we can use it to create our game in MV properly. Aaand that's it! We have successfully transformed RPG Maker VX Ace asset to MV.
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