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
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)
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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