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Is it possible to get enough spriter to collaborate in order to creator a generator for MZ (and MV) that allows users to create sprites/facesets/battlers like with the editor's generator, only better? This might be confirmed by the fact I am finding no published games utilizing this.So I've been wrestling with this idea for a while now. 96 or 144, but it's starting to feel like a bit more trouble than it's worth. I was starting to get married to the idea of redoing a full suite of homemade assets (tile/sprite) at twice, or thrice, original size.
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I had no set size in mind, I just knew I wanted to explore MV's highly self touted "increased screen size" which means scaling both tiles and sprites would be a must to make that selling feature worth anything. If you mess with it you will lose half transparency as well. Not sure how many Pixels it is in MV, so 48x96 could cause problems with star passability.Ħpx with MV. If smaler Chars but bigger than normal, that should be no problem with mv.ĭont forget in VXAce a 32x32 or 32x48 Char, get displayed 4Pixels offset to the up, to simulate that the Event is standing on that Maptile. You maybe need to switch from normal mapping to parallax mapping(Not sure). Originally posted by Hajami:How big are your standard Heroes? If you want 100x250 big chars working with collision and everything, than thats not possible without plugins, and even with i have no clue how much workload is coming towards you. The plugin lets you input the target size and a few other necessaries, then just replaces the graphics at run time and handles the scaled tile sizes and collisions for you. unless the editor will perfectly scale down the size you set to 48 or something.I haven't really experimented myself, but as I understand it: Shaz's plugin uses two separate sets of graphics: one sized for the editor (48) and one for in-game (literally just an up- or down-scaled version). Wow, I cant even begin to wrap my head around what it would be like to have to map and event a game in 48's and then when I test its completely different. That being said, I'm not opposed to deconstructing a plugin to learn about what I want!That's the approach I've taken so far! ^_^
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Originally posted by Bromulus:I'd rather push myself to find the area of the base code that speaks to the tile size, and then modify it myself without any bloat or 1M extra things I'm going to need to check when I'm debugging beyond my own fumbly bits.Nothing wrong with this in principle, but it's worth bearing in mind that things may not work out that neatly. To clarify not how to make them but rather what they will break in project. It seems to me this would break a lot of things in the engine and its mechanics and interactions that are all based on 48x48.Ĭan someone give me an overview of what exactly is entailed if someone wants to implement taller sprites, or custom enlarged assets, and have them work as expected. If one were to make custom LARGER sprites and tiles, and drop them in, is there also nothing else that needs to be considered for all of the rest of the games functions to look and act properly? Is there no other considerations that need to be taken for these things being brought into a project where the tilesets (and everything else) remains the same? Is it really as simple as make them taller and drop them in and everything looks and acts just fine with the rest of the vanilla game? So the idea of the taller sprites I see people making hurts my head a little bit. I hope this would be the section where the most people with this knowledge would frequent.