RMXP SPRITE SIZE HELP?

Posts

Pages: 1
Hey all. Wondering if its possible to make my sprite sizes larger than they already are and add them to the game. Because the way it stands now its as if some one pulled back the screen on the sprite in game play you know? Like the screen looks zoomed out and it looks a tad bit small... I want to give off the illusion that the screen is closer but really the sprite is larger my PNG sprite is 128x200 in size.

Guess what i'm trying to say is what would be a good size or better size than what i got and what is the length maximum for rmxp?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You can have a sprite of any size in RMXP. Whatever size the image is, it'll split it evenly into a 4x4 grid and use those 16 sections as the 16 parts of the sprite. (I have one sprite that's larger than the screen)

What size you make obviously depends on how big the objects in your tileset are. With the default tilesets, the default sprites are pretty much perfect.

If you make the hero and the environments bigger, make sure to increase the walk speed. You'll need to do this with a scriptssince you probably only want to increase it by 20% or 30%, and if you change walk speed through events you can only halve or double it. It's a really easy script edit though, it's like... use the Call Script event command on the last page of events, and call this script: $game_player.move_speed = 4.3

Default hero move speed is 4, so that should be pretty reasonable. 4.3 is actually only 23% faster than 4, not 30% faster like you'd think, due to CONFUSING MATH (actual speed is 2^move_speed)

You will possibly also want to make the window bigger, so the player isn't so limited in how far he can see. I dunno how to do this off the top of my head. Ask google, I guess.
Pages: 1