![]() I have included the following templates: Walk Sprite Template Facial Sheet Template Battler Template Variation. I thought they might be helpful for anyone who is new to creating assets and has not been able to find or make their own template. You don't want inconsistent cell sizes, or else things will get messy. So I made a bunch of templates I like to use for editing or creating new sprites/assets. But make sure that the "Cell" (aka, size of ONE singular frame in the spritesheet) is the exact same size for all the other cells in the spritesheet. Something to keep in mind also, is when you want to make sprites beyond 48x48, that's pefectly acceptable. I already figured it out that I have to use different sprite sheets to load some 'custom' animations (basically, using them as some kind of transformation filled with different moveset). (Meaning it's not in a file with 7 other character spritesheets, it will be on its own little 4 row x 3 column spritesheet) Making custom animations for action sequence sometimes feels a little bit clunky because of RPG Maker sprite interaction that I dont fully understand. ![]() $ = keeps the sprite in its own spritesheet. ![]() ! = the size of the sprite is beyond the 48 x 48 grid, and will be adjust accordingly. ![]() This will be a file that the game reads as the following: So, in general, a rule of thumb is that since the tile grids are 48x48 in MV, the "hitbox" of those characters (your football player) will still be confined in that 48x48 region.īut as for the actual sprite itself, even if it is simply a little more than 48x48, just stick an exclamation mark and dollar sign in your sprite's filename. ![]()
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