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Battle Sets

Before, RPG20XX could tell if you are importing 16x16 scale resources (2K3) or 32x32 scale resources (VXP) automatically. However, this became problematic now that I'm figuring out what format the battler images should be.

Battle sets have the identical format they did in RPG Maker 2003 with one exception: all the images must be on one strip.



I will allow each individual frame to be any size (that is a multiple of 8). This way, you don't have to waste space if you're doing map chars as battle chars like in FF6 or you can use large frames if you have a large animated enemy (like a giant enemy crab). You could do the entire game in battlers. Battler character sets will even be composed just like regular characters for those of you who want equipped armor to show up everywhere.

You could also have single still images like FF4, 5, and 6. RPG20XX can tell the difference between the two automatically, but it won't be able to detect the scale.

I had to break down and add it manually to the project settings:



This asset size will override the asset size recorded in the image format. That number will now be unused. On the bright side, this will let new users know the engine will support either art scale.

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author=WolfCoder
I will allow each individual frame to be any size (that is a multiple of 8).


author=WolfCoder
I had to break down and add it manually to the project settings:


This has me a little confused. So does the project setting controlling asset scale mean I have to make my charsets and battle sets both on a 16x16 scale, or does this only apply to battlers?
This applies to all the art. You want something at RPG Maker 2003 resolution or VXP resolution? The size of a single tile is a good metric.

That note about a multiple of 8 just means the image's size must be a multiple of eight for VRAM reasons. 8%8 = 0, 16%8 = 0, 24%8 = 0, 32%8 = 0 and so on. This only comes up if you try importing single enemy pictures since RPG Maker 2003's RTP has them all at odd sizes. It might later do multiple-of-eight expansion automatically if a lot of people complain anyways.
What's the word on animation frame limits (and possibly speeds) themselves?

rm2k3's three-frame animations left a lot to be desired in many cases.
That will be determined later when I also determine how additional directions will be handled.
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