

In the picture above, the numbers are the indices of the graphics, which are used with event commands or scripts. There are exactly eight Characters in a sheet with 2 rows and 4 columns, but you do not have to fill out the entire sheet! You can leave unused character spots blank. Any unused directions/animation frames can be left blank.Ĭharacters can also be saved as an individual file, see the Filename Prefixes below for more details. The Middle sprite is used for event standing still. Walking/stepping animations go like this: Middle -> Right -> Middle -> Left -> Middle. There are exactly twelve Sprites in a Character: four rows (directions) and three columns (frames of animation). 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 How do people make their own flexible tilesets and how do they make them work with the engine? Am i missing something.I also tested them on all A type tilesets and B C D E.An explanation on how character/spritesheets work in RPG Maker VX Ace, MV, and MZ. So i decided to look at tilesets from some of my favourite RPG maker games to see how they did it (just checked omori's a bit ago) Turns out they don't seem to use autotiles but also tiles that are not the tile size for rpg maker? I tested them in engine (just for the sake of comparison ofcourse would never publish or even save anything with others assets) and they didn't draw out nicely at all. So i've been looking into how to make tilesets and just couldnt get a good hang on how autotiles work. Hello readers, i am new to RPG maker (Arround 30 hours in) and i don't get something.
