Hello! You need to do this:
- In your editor, save your image in the 8-bit palettised / indexed mode with a palette of 256 colours. This is done differently in different editors. (I'll explain how to do it in Gimp below. There's also article about using IfranView for this.)
- Import your image through Tools → Resource Manager, choose CharSet (Characters) folder, click Import, and click on the transparent colour. (Alternatively, make sure your transparent colour is the first colour in the palette.)
Explanation
RPG Maker 2003 was created 16 years ago. Back then, computers were slower, and video card memory was a very valuable and limited resource. So, RPG Maker 2003 was optimised for a single format, palettised 8-bit images. This meant creating graphics was harder, but games ran faster.
Nowadays, almost any computer can run a game made in RPG Maker 2003. But back then, performance was a big deal.
RPG Maker 2003 uses indexed images. This means that image has a palette (colourmap) assigned to it. This means that commands like ‘Tint screen’ don’t have to re-calculate the colour for each pixel of the screen: they can just re-calculate all the colours in the palettes, and this speeds up everything.
Also, while nowadays transparency in images is taken for granted, back then many editors didn't support transparency in images, so the creators of RPG Maker 2003 made a non-standard way for encoding transparency.
Step-by-step instructions: how to set palettised 8-bit image mode in GIMP
GIMP is the editor I use, so I'll explain how to convert graphics in it. Your editor will might or might not have similar settings. (If it doesn't, you can always try GIMP,
it's free. Alternatively, you
might like IfranView, there’s an article about it on this forum.) I'm describing GIMP 2.10, other versions might have slight differences.
GIMP has a way to make image indexed (Image → Mode → Indexed) in the menu, but it will decide the palette size itself, depending on the number of colours in the image. Your image has only 16 colours, so RPG Maker will not accept such a small palette.
[
NOTE. In GIMP-lingo, palette in the image is called ‘colourmap’. If you want to see the palette GIMP generated for your image, you should use the Windows → Dockable Dialogs → Colourmap,
NOT Palettes. I will continue to use the word palette for this.]
But there is a simple trick to get GIMP to create a larger palette. Just create a new layer with gradient, and then GIMP will create a larger palette. Do this:
- Select menu item Layer → New layer (or press Ctrl+Shift+N). A New layer dialog will be opened. Press OK to create a new layer. A new layer would be automatically selected (but you can press Ctrl+L to switch to the Layers dialogs and verify this.)
- Press G key to switch to the Gradient tool. (Note: it's a plain G, not Shift-G.)
- Drag a line over the image to paint a gradient. Press Enter to accept it. It doesn't matter what gradient will be generated, it's just a quick-and-dirty way to add more colours to the image.
- Convert the image to indexed mode using Image → Mode → Indexed... menu item. Use ‘Generate optimum palette’, and set maximum number of colours to 256. Press Convert to convert your image to the indexed mode.
- Now, delete the gradient using Layer → Delete layer menu item. You should see your image again, but now it’s indexed with a large palette.
- Use File → Export as... to save your image as PNG image. When saving, use default values (notably, ‘automatic pixelformat’ should be used; do not select other formats, 8bpc means 8 bits per channel and not per pixel, so this will result in wrong format!).
Great! This image can already be used in RPG Maker 2003, but you’d need to set transparency. For this:
- Open RPG Maker 2003, choose the Tools → Resource Manager... menu item.
- Choose the CharSet (Characters) folder,
- Click on the Import button
- Select your image (with indexed colours). If you get an error saying something something like ‘Unsupported PNG image!’, this means the image was not saved in the correct format (see above). If everything is OK, a window with image preview should be opened.
- On the image preview window, click on the transparent area to mark your colour as transparent. (You might want to use Zoom In for better positioning.) After this, transparent pixels will start flashing. Press OK to accept the import.
- Great! Now you can use the image in your game.
(Alternatively, you can set transparency in GIMP. See
EasyRPG wiki for details. But I think Resource Manager is simpler.)
Sorry if it feels overwhelming! It certainly is. But after you will have done this several times, it will be easier.
Good luck with your game!