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Rpg maker sprite template
Rpg maker sprite template






rpg maker sprite template

Just gonna try explain this with a picture instead:Īfter that comes single tiles for the bottom layer (red) and then single tiles for the top layer (pink).

rpg maker sprite template

Therefore you can add a “border” of “normal” tiles around it to make it blend into the normal ground better. This one expands if you place more of the same nearby, much like the water. Next we have some tiles (3×4) that is actually a single choice in the maker itself. There is also a secondary water tile (marked in red in the template) and its interaction with the primary water tile. Likewise the grey, pink and white nearby also cycle between the 4 frames. The water tiles are animated, shown in the top left of the sheet. The top layer can either be below, on top or above the player, and usually consists of objects and details. (Except for panoramas but more on that later). The bottom layer is the stuff your character usually walks on, the lowest point of the map. The entire sheet is the only thing you have access to on your map and consists of both the bottom and top layer.

#Rpg maker sprite template how to#

I just don’t know how to explain this in a coherent manner.Ĭhipset is where things get weird.

  • Yeah, some of these tiles have a “water animation”.
  • Also a 16×16 tile in the middle to help you line up your sprite with the tiles they will be placed upon. The second one shows small arrows for the facings that the maker uses, so your characters won’t be facing the wrong direction. The first one just shows the size and limitations of each frame. (96 extra to be precise), charsets are also global meaning that you can use this to get out the limitations of a chipset. And that frame will keep on being shown forever, essentially allowing you to use a charset for extra objects on your map if you want. When using the “Fixed Graphic” choice for events you can simply assing which frame you want to be shown. So the settings for a weapon for Hero 1 is not neccessarily the same as for Hero 2.Įvents will reverse to the Middle frame when not moving normally. You can also change how it would look when using right handed (behind character sprite), left handed (in front of character sprite) and both hands (first right handed, then left handed in succession).Įach character can have up to 32 different weapon “designs” added to them, just keep in mind that in the Items tab you need to assign which of these will be used by the character using the weapon. In the Animations 2 tab you set all weapon animations for each character and can preview how it will look (thankfully). So try to position your battlechar’s attack animation far back if possible to give you more toom to make the weapon show. When it comes to the weapons, they are about 8 pixels in each direction from the animation of the battlecharset.
  • It would make sense if the weapons were the same size as the battlechars.
  • The template is 5×5 frames, I divided these into 16x16tiles, this is just a personal choice. Why is this option under System 2? No one knows, why is it so poorly worded? No one knows. If you want to change this then you can go to the “System 2” tab and check the box “Flip assets if facing the other direction”.ĭoing this will flip the animations to go in the opposite X direction during combat.

    rpg maker sprite template

    So if enemies uses the same animations as the player for example, shooting an arrow, then the arrow will be fired from left to right just as the player animation. Battle animations are played exactly as you make them. Because the overworld playing is based on tile to tile coordinates. Just some advice, when making battle animations that are supposed to play on the overworld, make a dummy enemy that is just a square of 16×16 (the size of a map tile) so the animation lines up correctly to how you want it to look on the overworld. You can change color, transprency, size etc in the animations tab while making your animations so there is still plenty you can do. Each set of battle animations consists of 25 frames that can be used in the database to set up the animation you want.

  • Battle animations don’t cycle, you need to set them up in the “Animations” tab in the database.Battle animations can play during battles or on the overworld.
  • The Battle 2 (big) version is 640×640, meaning each frame is 128×128.
  • Battle animations are 480×480, so each frame for the animation will be 96×96.







  • Rpg maker sprite template