RPG Maker MV Templates and Guideline

Discussion in 'RPG Maker MV Resources' started by Archeia, Oct 24, 2015.

  1. tvorimvsevmeste

    tvorimvsevmeste Villager Member

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    [removed]
     
    Archeia, In the weapons file can insert only 2x6 samples of weapons, or as you have in the picture 2x12? :unsure:
     
    Last edited by a moderator: Nov 14, 2015
    #61
  2. Sharm

    Sharm Pixel Tile Artist Veteran

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    @tvorimvsevmeste: Please don't use large quotes, usually saying @Username is enough, and if not just quote the exact thing you're responding to.
     
    #62
  3. dexter64

    dexter64 Veteran Veteran

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    Is the face set dimension for the MV is 144x144? I've been googling for about an hour and seems can't to find any graphic asset info for MV?
     
    #63
  4. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

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    yes.
     
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  5. topar395

    topar395 Veteran Veteran

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    Is it possible to have two icon sheets or a larger one? I'm  making my own icons and I am running outta space.
     
    #65
  6. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    Yes, you can make the iconsheet's length as long as you want. Remember it uses a 32x32 grid.
     
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  7. topar395

    topar395 Veteran Veteran

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    Sweet. Thanks for fast reply. I'll start looking into how to do that.
     
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  8. kaine

    kaine Veteran Veteran

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    Last edited by a moderator: Jan 20, 2016
    #68
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  9. Shiroi Akuma

    Shiroi Akuma Shut up and take my Monet    ( ͡° ͜ʖ ͡°) Veteran

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    #69
  10. GrandmaDeb

    GrandmaDeb Modern Exteriors Posted! Veteran

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  11. ThunerzII

    ThunerzII Warper Member

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    Hello GrandmaDeb! 

    The json files contains the user-defined data for each category(actors, classes, skills, weapons,etc) in the engine's database. 

    Every time a data is inputted in the database, the json files get updated too.

    For those who're having a problem (specifically getting wrong data in the database) after adding the FULL database provided,

    DO NOT PUT the json files in the NEW DATA folder in the software directory. 

    Instead, ADD it to your PROJECT FOLDER instead.

    If u put it in the NEW DATA folder in the software directory, somehow the wizard that adds the starting json files to your new project gets jumbled up on some parts. The reason maybe its because its an unofficial database that was converted from VX Ace for MV. Adding the 'full database' to the project folder solves the problem.

    ^credits to Archeia in steam blog: http://steamcommunity.com/app/363890/discussions/0/483368526590720468/
     
    #71
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  12. Marston

    Marston Veteran Veteran

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    Does a template for charsets already exist somewhere?
     
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  13. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    You can find that in the generator folders.
     
    #73
  14. Marston

    Marston Veteran Veteran

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    Oh, they are in there? Okay. xD
     
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  15. Breakfast

    Breakfast Villager Member

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    Is there a template available for the spell animations? I've been looking everywhere for size specs! just wanna start drawing this fire spell already. :unsure:
     
    Last edited by a moderator: Dec 30, 2015
    #75
  16. Andar

    Andar Veteran Veteran

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    No, but it is not needed.

    The size is given in the help file, and it's the only resource that is absolutely identical to Ace (no resize) - up to five animation cells per row, of exactly 192x192 pixels. You can have up to 20 rows (100 cells) per animation sheet, but using such big sheets will probably cause lag in the animation.
     
    #76
  17. trailsinthesky

    trailsinthesky Villager Member

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    Hello, do you have a templates for tile sets?
     
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  18. mlogan

    mlogan Global Moderators Global Mod

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    @trailsinthesky - What exactly are you looking for? Tile sheets B-E are simply a 48x48 grid on a 768x768 sheet. The A tiles are in 5 different groups, and the specifications for these can be found in the help manual under "Asset Standards" -> "Tileset Details"
     
    #78
  19. kaine

    kaine Veteran Veteran

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    Last edited by a moderator: Jan 20, 2016
    #79
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  20. kurt91

    kurt91 Veteran Veteran

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    So, let me make sure that I understand this. For side-view battlers, I can have higher-definition characters as long as the overall dimensions are the same ratio as the default. In other words, if I keep the identical frame layout but have it at 1280x1280 for each cell instead of 64x64, RMMV will be able to automatically detect where the cells line up and play the animations properly?

    1280x1280 was just a made-up number for example purposes. I know it's far too excessive, I just needed a multiple of 64. Actually, do they need to be multiples of 64, or would some arbitrary number like 150x150 also work?
     
    Last edited by a moderator: Jan 8, 2016
    #80

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