single sprite size export from aseprite into RPG MZ

zantos

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Hello, I am new to pixel art and RPG maker. I made an animated character in aseprite with resolution of 160x160. I multiplied 160 by 3 and 4 to get the width and height for the single spite sheet but when I open the character in MZ it the image is cropped and looks too big for the RPG maker window. I know the standard RPG Maker resolution is smaller but I thought there was a way to do different sizes. Any help would be appreciated! Thank you.
 

Andar

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there are several things that could cause this, because the engine basically works the other way around.
The total picture size is divided by either 3 and 4 (single sprite) or 12 and 8 (spritesheet of 4x2 sprites) to get to the single cell size. So the resulting total pixels have to be divisible by those numbers.

then the decision to whether use single sprite numbers or spritesheet numbers is based on the filename. If the filename starts with a $ it will be considered a single sprite image. If there is no such symbol then it will be considered a spritesheet.

If that does not help you fixing the problem, then you'll have to attach the image for us to check and sort it out.
 

Shaz

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If you only have 3 columns and 4 rows, make sure the file name starts with $

You CAN make larger sprites, but that doesn't mean they'll look good in the engine. The standard is 48x48, and yours are about 3 times that! So one character will take up 3 tiles wide and high, and you're going to have issues with it overlapping things on both sides, and the top two thirds being cut off when you walk under some tiles. And the collision area will still be the 48x48 tile that the sprite is attached to. So just because you CAN do it, doesn't mean you SHOULD do it, and doesn't mean ANY size is okay - you still have to realise what the impact will be.

When you add the sprite to an event in the editor, you will only see what will fit on a single tile. This is normal. It will show the full sprite when you play.
 

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