SIZE?

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Hi guys,
I was wondering, what is the size limitation on monster images for RPGmaker 2003?

like 200x150y for example.

Thanks,
Ouren
Size matters.

This is in the Help File, by the way. Always check there first before asking a question.


->

Stationary graphic images


Data format: PNG, BMP, XYZ (Raw material)
Colours: 256 (8-bit)

(Note)

· When dithering pictures in a True Color (16.7 million colors/24 bit) environment, the colors shown after dithering may differ depending on the system environment, graphics card, etc. Using software that can adjust palettes with 15-bit precision can mitigate this problem.



(Unit of measurement: pixels)

(1) Battle Backgrounds

Folder: Backdrop

Image size: 320x240

· Each battle background image is contained in 1 file.

(2) Battle Animations

Folder: Battle

Image size: 480x480

· Each cel in a battle animation is 96x96 pixels. This allows 5 cels per line, as shown by the red outline, and 5 cels per column.

(3) Battle Animations (large)

Folder: Battle2

Image size: 640x640

· Each cel in a large battle animation is 128x128 pixels. This allows 5 cels per line/column.

(4) Character Sets

Folder: Charset

Image size: 288x256

· Each walking pose is 24x32 pixels. (1)
· 4 directions (Up, down, left right) x 3 frame walking pattern (Left, middle, right
· Total of 12 frames per character. (2)
· Each file has two rows of four characters, for a total of eight characters. (3)

(5) Battle Charsets

Folder: BattleCharSet

Image size: 144x384

· Each animation frame is 48x48 pixels. The order of the animation frames is left, middle, right.
· Each file has 8 rows of 3 frames.

(6) Weapon Charsets

Folder: Battleweapon

Image size: 192x512

· Each animation frame is 64x64 pixels. The order of the animation frames is left, middle, right.

· The left, middle and right frames of the weapon animation repeat in the same manner as battle charsets, so the left and right hand attacking animations fit with the weapon movement.

(7) Tilesets

Folder: Chipset

Image size: 480x256

· Each tile is 16x16 pixels. One tileset file has 16 rows of 30 chips.
· The behaviour of a tile depends on its placement in the tileset. For details of positioning and use refer to Standard tileset details.



(8) Facesets

Folder: Faceset

Image size: 192x192

· Each faceset is 42x42 pixels. One faceset file has 4 rows of 4 faces, making a total of 16 per set.



(9) Frame Graphics

Folder: Frame

Image size: 320x240

· A frame graphic file is composed of a single image.



(10) Game Over Screens

Folder: GameOver

Image size: 320x240

· A game over screen is composed of a single image.

(11) Monster Graphics

Folder: Monster

Image size: 16 to 240x16 to 240

· A monster graphic is composed of a single image.

(12) Panoramas

Folder: Panorama

Image size: 80 to 640x80 to 640

· A panorama is composed of a single image.

(13) Pictures

Folder: Picture

Image size: 1 to 640x1 to 640

· A picture file is composed of a single image.

(14) System Sets

Folder: System

Image size: 160x80

· The system set determines the appearance of numbers in the game and the colours available for messages. For more details refer to Standard System Graphic Information.

(15) Battle Menu Set

Folder: System2

Image size: 80x96

· The battle menu set determines the cursor used for targetting, the ATB bar, and the numbers used for HP and MP display in gauge type battles.

(16) Title Screens

Folder: Title

Image size: 320x240

· A title screen is composed of a single image.

Sounds/animated resources

(17) Movies

Folder: Movie

Format: AVI (*.avi), MPEG (*.mpg)

(18) Music

Folder: Music

Format: MIDI (*.mid), WAV (*.wav), MP3 (*.mp3)

· When MIDI controller event 111 is inserted into a MIDI on track 1, it can be made to loop to that point when the song ends. For instance, a victory fanfare where you don't want the intro to play again. If you don't want the song to repeat at all, insert controller event 111 at the end of the song.

(19) Sound Effects

Folder: Sound

Format: WAV (*.wav)
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