matgraz

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I wonder if there's any image file that i can use as a template to exporting my custom made charsets the size i need
upload_2019-9-14_19-47-44.png

I want to test if this charset is working in-game and i dont know the ratio RPG Maker uses to read charsets so i can place them right. I'm trying kinda eyeballing over a RTP charset but its not very precise, requires too much trial and error.

upload_2019-9-14_19-51-34.png


Does anybody have ideas or tools to solve this?

Thanks a bunch :^D
 

Shaz

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It is not a specific size. You just need to have all cells exactly the same size, which means your spritesheet width needs to be divisible by 12 and the height by 8.
 

SmashArtist

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If you're wondering what the default characterset cell sizes are, they're 48x48 for each frame.
MV has a manual you can look at for asset standards. Open MV and go to "Help" > "Contents" which will open the manual in your browser. Then scroll down to "Documentation" > "Asset Standards" to see how you should format your assets for use in MV.
Hope this helps! :kaohi:
 

Andar

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I'm trying kinda eyeballing over a RTP charset but its not very precise, requires too much trial and error.
templates and eyeballing are both bad crutches, it is much easier if you learn to understand the mathematics behind the sheets - especially because the engine uses the mathematics, and you can use any size as long as it fulfills the mathematical rules.

As said the default cell size for actor sprites is 48x48. That does NOT mean that you are required to use that cells size, you can use any cells size you choose, with the cell being the space available for a single picture of the person.
For example people who don't like chibi actors often use 48x72 pixel as the base cell size.

Then you multiply the cell size by the number of cells on asheet - 12x8 for a full spritesheet for example.
That would result in a picture size of (48x12)x(72x8) or 576x576 pixel for a spritesheet of 48x72 cells.

So now you open your image program, make a new picture with a size of 576x576 and go to the grid settings of the image program, setting the grid to 48x72. Template is finished.

repeat with any cell size you wish to use.
 

matgraz

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Thank you all for the answers! :LZScheeze:

I figured it out, its pretty simple actually!
I tried it in the game and its working. I'm just not sure how contact works: does RPG Maker set the contact by the size of each individual sprite set limit or by visible pixel?


upload_2019-9-14_22-19-52.png
 

Shaz

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Collision is based on the 48x48 pixel grid, regardless of the size of your sprite.
 

matgraz

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Collision is based on the 48x48 pixel grid, regardless of the size of your sprite.

I've just realized what you ment by that: my collision is all messed up, i have a 180 x 170 pixel sprites so it got all weird:
upload_2019-9-15_21-22-29.pngupload_2019-9-15_21-23-31.png


Is there any way to custom that? Have bigger collision field?
 

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Shaz

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Do a search and see if you can find any plugins that provide larger collision areas.

I wrote one for Ace (I converted it for MV but not sure if I released it or just used it in my own project) but it only works for non-moving events. I know people have asked for this a few times, so someone else might have written one that applies to moving events and maybe the player.
 

matgraz

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Do a search and see if you can find any plugins that provide larger collision areas.

I wrote one for Ace (I converted it for MV but not sure if I released it or just used it in my own project) but it only works for non-moving events. I know people have asked for this a few times, so someone else might have written one that applies to moving events and maybe the player.


I found one called Dahlys_BigSprites but i couldn't make it work, i suck at javascript, man! haha
I trouble-shooted it in this thread over javascript, and i'm also looking for other answers.
 

Shaz

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You shouldn't have to know javascript in order to use a plugin.
 

Akiyama

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Here's what I use, it's 48x48 so it gets the collision right. Each color is a different character, I would just open this, create a new layer, put the characters on the new layer. When I want to bring it in to RMMV, I would hide the first layer (the one with the guides) and just save it so it saves the character layer.

Hopefully it makes sense looking at it. Anyone wants to use it, just right click and save.
orig16x16RPGSpritesTemplate.png
 

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