mike_312

Veteran
Veteran
Joined
Nov 16, 2020
Messages
45
Reaction score
0
First Language
Español
Primarily Uses
RMMV
Hello everyone, I wanted to know if you could put an image (such as an image of an enemy of those who already come predetermined in rpg maker) in the box of VL Fighter, that is to say in the image that would correspond to the player image in battle, use rpg maker mv, thank you!
1B692EF0-53B7-416E-81A0-08A0BDCD9566.jpeg
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
1,307
Reaction score
703
First Language
English
Primarily Uses
RMMV
If you read the documentation section of the help file, you will see the specific requirements for a side-view battler.

You could take an image of an enemy battler and use an image editor to make a grid of the appropriate size where every cell is just filled with that image (you might want to flip it so it's facing the correct direction).

There might also be a plugin that does something like this for you.
 

mike_312

Veteran
Veteran
Joined
Nov 16, 2020
Messages
45
Reaction score
0
First Language
Español
Primarily Uses
RMMV
I really want to be able to invoke as a monster, fight for the character, pokemon/digimon style
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
33,376
Reaction score
8,395
First Language
German
Primarily Uses
RMMV
and what's stopping you from doing that?

your questions are a bit confusing because there should be no problem doing what you want, especially with the advice posted above.
 

mike_312

Veteran
Veteran
Joined
Nov 16, 2020
Messages
45
Reaction score
0
First Language
Español
Primarily Uses
RMMV
The only thing I asked is how I can change the image size for the side-battle system image, because when I put a normal image and not one of the character generator, I don't fit the image and nothing appears. I just wonder how I can change that to put a normal picture.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
33,376
Reaction score
8,395
First Language
German
Primarily Uses
RMMV
you can't - and that has absolutely nothing to do with image size, because the engine and editor accept almost any image size.

what is important to the engine is the cell numbers. each battler or sprite is required to consist of a specific number of cells to work. The size of the cell doesn't matter at all as long as their number is correct and all cells are the same size.

That is what the first answer above tells you: you need to use an image program to convert the enemy image into a battlersheet with the correct number of cells.

I once wrote this tutorial that should tell you the basics of the first steps:
 

Latest Threads

Latest Profile Posts

After so long, my random sprites set is complete! I wonder who could guess them all? :kaothx:
2COlHup.png

And yes, I'm doing more.
I'm thinking of devouring some tutorials for RPG Maker MV. Just all kinds: mapping, spriting, programming, ect. the whole works! :)

Maybe videos, my brother and I can sit down and watch them during one of our weekly business meetings.
Ami
trying to make a Dialogue Script in Indonesian,first. then translate into English.

this is the reason why i'm terrible at this section beside making the enemies :stare:
Made a Mapping Tutorial on Adding Lighting/Shadows using Tileset

Forum statistics

Threads
113,928
Messages
1,078,445
Members
148,033
Latest member
AnGieA
Top