Refers to the entire set of sprites that makes up a single character. If you are using sprites that protrude in a certain direction, you need to pad ALL the sprites with transparent pixels so they will line up properly. ![]() ![]() Notice the size difference with these two sprites. The final size of the sheet is based on the size of a sprite. It is important to note that any transparent pixels will count towards the sprite's size. They can be any size (N pixels x M pixels), but keep in mind that the standard map tile size is 32px x 32px in VX Ace and 48px x 48px in MV/MZ. (Disclaimer: These are my own terminology, used for this tutorial, and may not be the same as other people's!) Sprite Anatomy of a SpritesheetĮach spritesheet can be divided into three components. This tutorial uses sprites from the VX Ace RTP, but the principles are the same in MV and MZ. Eight directional / diagonal sprites are not covered. ![]() This tutorial only focuses on the default behavior of the program(s), without the use of any external plugins or scripts. This tutorial aims to clear up any confusion or misconceptions surrounding sprites. ![]() They face issues like sprites cutting off or the editor only displaying a tiny piece of their sprite. Many new makers, often artists, have difficulty making their custom artwork function properly in Ace/MV/MZ. Engine: RPG Maker VX Ace, MV, and MZ Difficulty: Easy Introduction An explanation on how character/spritesheets work in RPG Maker VX Ace, MV, and MZ.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |