As long as you always scale it too a round number (100%, 200%, 300%, but never 125% or 375%) it will work flawlessly. Or maybe you want to scale the width with 4800% and the height with 6400%, you'll end up with 48*64 tiles. Scale it up to 6400%, you end up with 64*64 tiles. By scaling that image up by 4800%, you get perfect 48*48 tiles. It is simply a 9*6 pixel png, with pixels going white, black, white, black. If you want, I got a little tool (png), which you can open in photoshop or gimp and you can scale it up or down as you please, and will show you exactly how large each tile will be. That should give you loads of wiggle space. If you make the sheet 576*384, you'll have a 64*64 grid to work on. Since you were looking for extra wiggle space for more detail. Not sure if you use a template, maybe? But if so, you might have the wrong template.īy default, the sideview characters are 64*64. Have a layering image editor (like GIMP or photoshop), it's tractable.Btw. Suits: A Buisness RPG is an example of tall overworld sprites. Otherwise, try searching for 'rpg maker mv tall. ) If youve got the artistic ability and/or time to spare, making larger sprites is literally just a case of drawing each sprite frame at a larger scale (MV automatically divides spritesheets into facing directions and animation frames for you). If you slice it and fill in, you still need to fix up the sleeves (and the fill in is 75% of the area, even if you are converting a long dress to a short dress). I want to make taller sprites for Actors in SV and the overworld. Personally I find single-tile sprites sufficient. If you stretch it, it looks a total mess. The clothing on the other hand does not scale well. The set even includes animated sprites of spraying water to bring your ship to life as it cuts through the ocean. Create interior cabins and storage spaces, and build upwards with tall sails and pirates crows nests. That would be enough to start a solid base that can be added to. Enough work for a lazy programmer to script it with ImageMagick (warning, it's a Swiss army knife, and expects you to know the difference between the bottle opener and the tool for removing stones from horses hooves) I ended up using: crop - to slice up the sprite sheets resize - to scale the sprites extent - to reposition the sprites montage - to put the sprites back together in a sheet Yay, I now have working hair on the TV and SV sprites. This pack includes tilesets to build ships- ships that can face east, west, or vertically. Provide Faceset/Character Sprite/Sideview Battler for tall male & female characters nude + 5-10 Clothing Outfits. Scaling and repositioning the hair pieces onto the tall sprites works quite well, but is a reasonable amount of work. The heads on those base sprites are smaller than the chibi sprites, and also in different positions (especially in the side view). As I said, I'm lazy, so I like to use character generators. Resource Type: Sprite clothing Maker Format: MV Art Style: Tall sprites (Hiddenones preferably) Description: Varied clothing sets for generic NPCs and heroes alike. So, searching around, I found somebody by the name of hiddenone has made base sprites that work quite well over on RMW. What I can find, is some stuff about stretching and pictures of things that have nothing to do with MV in the first place. A few maps of a game I had worked on for a little over a year before I decided to put it on indefinite hold. If theres any issue with my edit, feel free to give me a shout out. The Sprite I use is WaywardMartians Tall Sprite. However I'm not a very good artist, therefore slow. Did the edits from both Wizard and Human base. I prefer the look of "tall" sprites over the square chibi sprites that are default.
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