![rpg maker mv tall character sprites rpg maker mv tall character sprites](https://i.pinimg.com/originals/39/4e/51/394e51cba482c06ea6c754fbc8529d1b.png)
![rpg maker mv tall character sprites rpg maker mv tall character sprites](https://opengameart.org/sites/default/files/allacrost_enemies_preview.png)
Updated this initial post with new samples in the Spoilers, sized so you can actually see them! -) I've repackaged the RXGE and included new items like Nurse outfit, spacesuits, modern clothes. Maker Required: You need to have a copy of MV in order to use these. However, if editing the tall sprite generator parts, you need to copy the terms shown here, and give credit to Kadokawa and HiddenOne, and Lynvia. Repost of Edits: On the RMMV Forums, yes. Besides, I might like to use your edits in my own game! I'd like to include other tall sprite content here when possible. Repost: No, but you can put a link to this topic.Įdits: allowed, but PM me. I hope this would be the section where the most people with this knowledge would frequent.Credit: Lynvia and Kadokawa as much of this is edits of RTP, also HiddenOne for the tall spritesĬommercial: free, I'd like a free copy of your game! So the idea of the taller sprites I see people making hurts my head a little bit.
![rpg maker mv tall character sprites rpg maker mv tall character sprites](https://opengameart.org/sites/default/files/preview_813.png)
If one were to make custom LARGER sprites and tiles, and drop them in, is there also nothing else that needs to be considered for all of the rest of the games functions to look and act properly? Is there no other considerations that need to be taken for these things being brought into a project where the tilesets (and everything else) remains the same? Is it really as simple as make them taller and drop them in and everything looks and acts just fine with the rest of the vanilla game? It seems to me this would break a lot of things in the engine and its mechanics and interactions that are all based on 48x48.Ĭan someone give me an overview of what exactly is entailed if someone wants to implement taller sprites, or custom enlarged assets, and have them work as expected. Marmalade mentions a plugin that explicitly fixes this, but this is the only one of which I'm aware, and it seems to have issues: To clarify not how to make them but rather what they will break in project.Īs mentioned, the main issue will be star tiles. Place overpass regions on the relevant star tiles.I'm currently using Kadokawa's OverpassTile plugin (see your dlc/KadokawaPlugins folder) to get around the problem I'll attempt to explain my approach. Place a gateway region on the passable ground, and on adjacent passable tiles.When moving to a gateway tile you will immediately be rendered as though on a higher level, so it's best to map so you can't move to a gateway from a non-overpass star tile.
![rpg maker mv tall character sprites rpg maker mv tall character sprites](https://i.pinimg.com/originals/2e/3a/76/2e3a76a9f6ab5146aca956f028e22e4e.png)
Similarly, moving from gateway to non-gateway will immediately render your character on the lower layer, hence the adjacent gateway regions. Despite these restrictions, it seems to be working quite well for me so far! =)Įdit: one (possibly rather extreme) alternative is simply to have every star tile replaced with the top of a tall character sprite, e.g. Secondly, so it seems like the only consideration, besides aesthetics, is designating the tiles to work properly with the x,o and star thingy (that is what you guys mean by star tiles correct?) Or parallax mapping with, for instance, Yanfly's Grid-Free Doodads plugin. So for sake of clarity, and now that you've given me more insight, let me eliminate my first scenario of taller sprites, instead I'll just focus on enlarging not only the sprite but also the tiles to match.