Technical Question regarding MV Battler Sprites

Bleed

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Got a question for you guys, a bit technical in nature, and it's regarding RPG Maker MV.
I'm an artist by trade, Shop Link Here. I've done several jobs for clients on this forum, mostly low-profile, but gathering experience regarding the game engines you guys use, and all that.

Anyway, I've hit a bit of an obstacle with a recent client and looking to understand what MV sprites are and how are they defined:

- Is there a specific pixel size requirement, and can I go over/under said size?
- How many animations MV has and what kind. eg. Attack, Death, Jump, etc.
- Do they have a specific number of frames, and if so, how many?
- Is there only one direction for them, or do they have multiple?
- Mostly talking about battlers -- I think they're called.

Thank you in advance.
 

Yougotsomechocolate

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An non plugin battler usually have 3 frames per attack, and each battler have around 12 different animations. There was a picture showing you what they were (Don't have it)
 

Engr. Adiktuzmiko

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If your client is only using the default SV system, check out one of the default SV battler files of the engine as that will show you exactly what animations are there, how many frames per animation, etc.
 

Bleed

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@Bleed Here's a side view battler template with specs:
Thank you, that pretty much answers most of my questions. I'm guessing there's one direction only and it can be mirrored, if needed.
Now I just have to figure out if there's a specific size the sprites have.

Thanks guys.
 

Andar

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specific size the sprites have
no - in all RM's the sprites are about structure, not size.

the engine accepts any size for any sprite as long as the structure of the picture is correct - that is all cells in the picture need to have the same size and the number and order of the cells needs to fit exactly. SV-Battler for example always require 9x6 cells (with the 9 horizontal consisting of 3 frames each for 3 different animations)

You can download the demo and check its help file for more detailed specifications (the demo will work for 20 days from first launch)
 

Bleed

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no - in all RM's the sprites are about structure, not size.

the engine accepts any size for any sprite as long as the structure of the picture is correct - that is all cells in the picture need to have the same size and the number and order of the cells needs to fit exactly. SV-Battler for example always require 9x6 cells (with the 9 horizontal consisting of 3 frames each for 3 different animations)

You can download the demo and check its help file for more detailed specifications (the demo will work for 20 days from first launch)
I'm a bit lost. Are you talking about sprite-sheets? -- multiple sprites packed together.

But then again, if the engine accepts any sprite-sheet size, how come the cells need to be a fixed size --which in turn makes the sprite-sheet a fixed size (a multiple of cell-size)? That means it can't be any size.

In any case, I got the gist of it. As long as the cells are in order and a fixed size, everything should work.

Thank you again.
 
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Andar

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Are you talking about sprite-sheets? -- multiple sprites packed together.
a sprite as defined in the RM community is a set of 3x4 cells that show the four directions in three frame animations each of a person.
a spritesheet as defined in the RM community is a sheet of 4x2 sprites, each consisting of 3x4 cells.
Single sprite pictures need a $ at their filename to tell that to the engine, spritesheets have no such indicator.

For your sprites you need to decide which cell size to use. default cell size is 48x48 pixels, and that is for most of the sprites supplied with the RM.
But that does not mean that a sprite has to use 48x48 as its cell size. If you decide to use tall characters, that is usually a cell size of 48x72 or 48x96 pixels. In such cases the spritesize would be either 144x288 pixels or 144x384 pixels. The engine itself is capable of handling any cell size as long as the number of cells in a picture is correct.

So no, the spritesheets can't be any size - but the cell can be of any size (as long as it fits the screen, you'll get problems if you create sprites that have a cell size in hundreds of pixels).
 

Bleed

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a sprite as defined in the RM community is a set of 3x4 cells that show the four directions in three frame animations each of a person.
a spritesheet as defined in the RM community is a sheet of 4x2 sprites, each consisting of 3x4 cells.
Single sprite pictures need a $ at their filename to tell that to the engine, spritesheets have no such indicator.

For your sprites you need to decide which cell size to use. default cell size is 48x48 pixels, and that is for most of the sprites supplied with the RM.
But that does not mean that a sprite has to use 48x48 as its cell size. If you decide to use tall characters, that is usually a cell size of 48x72 or 48x96 pixels. In such cases the spritesize would be either 144x288 pixels or 144x384 pixels. The engine itself is capable of handling any cell size as long as the number of cells in a picture is correct.

So no, the spritesheets can't be any size - but the cell can be of any size (as long as it fits the screen, you'll get problems if you create sprites that have a cell size in hundreds of pixels).
Awesome, more great info. That answered all my questions then.
 

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