Sorry if all this sounds stupid but I havent played around with this stuff since I was a teenager. However that doesn't effect the actual game resolution does it? How do I make it so ONE tile comprise of higher than 48x48 pixels? I'm downloading and going to use Yanfly's plugins so I am goign to change the screen size to 1920x1080 to fill my screen. The reason I ask is because if I hand draw something at high res in photoshop and Manga Studio or scan in a hand drawn picture, things get realllllly blurry when I resize them down to a smaller Res. So if I wanted to make a really high res character such as 64 width x 128 height? or 128 Width x 256 height? Then multiply width by 3 and height by 4 to get the entire area of the file/spritesheet? It's number 2, 3 I still don't quite understand. And would prefer if I can hand draw them either on a tablet or paper and scan them in and do colouring and stuff afterwards. But the monsters and gates are exempted from this for obvious reasons. It's why RM has 32x32 / 48x48 characters for the most part. Alternatively you can make all assets in your game follow a static size for anchoring and proper collision. So you have to make sure your graphics are along that boundary. So the file dimensions has to be 207x320 and the grid size is 69x80. Multiply the height based on how many frames per column (by default 40 This will cause your graphics to appear blurry due to webgl.ģ.) Multiply the width based on how many frames per row (in RM's default case it's 3.) There's no other way to go on about it.Ģ.) Make sure that the grid you set is in the power of 2 (aka dividable by 2). Archeia původně napsal:In order to recognize huge characters:ġ.) Make the assets yourself.
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