[SOLVED]What is the acceptable sprite size(limit?) for RMMZ?

KenSoulslayer

Graphic Designer/JS Dev
Member
Joined
Nov 29, 2020
Messages
26
Reaction score
10
First Language
Hindi
Primarily Uses
RMMZ
So the default sprites in RMMZ are 48x48 and then there are the ones like "Tall sprites" by Tonbi
These are still 48 pixel wide but 72 pixels tall, and allow us to show much more detail in the sprites in the map, while I have even scene taller characters in some RM games.

So what exactly is the supported sizes for these sprites? Can have have them however long I want in theory? What is the rule of thumb for these dimensions? Is there any special way to include these or do I simply add select the tall ones? Won't the database crop the bottom part if I used a longer sprite sheet?
 

Celestrium

Worldsmith
Veteran
Joined
Mar 3, 2020
Messages
210
Reaction score
214
First Language
English
Primarily Uses
RMMZ
You can have the sprites any size that you want, but the event interaction will still be the 48 by 48 size, which causes limitations. When you add a larger character as an event, it will show as a single tile in the editor, but will display fine in the game or test. Note the included files from MZ. You need to make the sheet the traditional 12 by 8 sprites and in the same format or include the $ sign though.
 

Attachments

  • Actor1.png
    Actor1.png
    43.3 KB · Views: 6
  • $BigMonster1.png
    $BigMonster1.png
    24.7 KB · Views: 7

Dopan

Veteran
Veteran
Joined
Mar 27, 2020
Messages
692
Reaction score
353
First Language
German
Primarily Uses
RMMV
you can also make oversize Imgs , where the feet are not at the bottom, that requires to adjust the anker
(shaz made a good anker plugin..)
more info about Oversize imgs -> here

also i attached an example Img where i wanted to add magic effects when using magic skills on mapBattles
 

Attachments

  • $MagicUser.png
    $MagicUser.png
    209 KB · Views: 6

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,821
Reaction score
7,887
First Language
German
Primarily Uses
RMMV
aside from the collision box limit (and there are ways to change that), there are very few limits on sprites in the engine.

the sprite needs to fit on the screen and on the map of course, but both can be made pretty big.

However pixi.js has a limit on the picture it can load - if I remember correctly that is 4096x4096, and your entire spritesheet needs to fit into that limit. In the case of a 3x4 cell single sprite, that means the maximum height for a sprite is 1024 pixel. for a spritesheet of 12x8 pixel, that would give a maximum of 341x512 pixel.
The pixi limit can be changed by editing its files, but that will have other consequences as well...
 

Latest Threads

Latest Profile Posts

I saw my new eye doctor today, he reminds me of Satoru Iwata for some reason
I've been using a modified version of a script called Multiple Messages. It makes my text boxes look like a Mario & Luigi game! There is something about it that bothers me a little bit, but I shouldn't worry about that now.

Side note, Mist's walking animation is almost perfectly in sync with Loose Yourself by Eminem.
Starting work on some stuff for the community. Hopefully it will be fun, and useful to somebody.
Searching what to play in my dead times, the nostalgia hit me hard and ended downloading the Patapon trilogy, hope I can avenge my child self and beating all the games hahaha
Finished the frontier and...I apologize to anyone who saw the trailer I posted and actually tried it. Technical marvel, crazy disjointed fetish story hidden inside a cheap milsim skin that has no idea what it's trying to be except sanctimonious and failing at even that. As much as I hate fallout 4's story, even it was better. I guess there just won't be another non-parody fallout after all.

Forum statistics

Threads
107,768
Messages
1,032,007
Members
139,913
Latest member
EpicLast
Top