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Posted 2004-08-31, 06:26 AM
The following are the Sizes of the different graphics needed in RMXP, in pixels. It is set out ___ pixels wide BY ___ pixels high.

Animations: Each diff. anim needs to be in a [192 pix X 192 pix] square.
Autotiles: [96 pix X 128 pix] --> if you open a rm2k3 chipset, you will see big sections
for the trees or path. These are about 4 blocks down
and are called autotiles.
Battle backgrounds: [640 pix X 320 pix]
Battlers (the actual character in battle): [from 1 pix X 1 pix --> 640 pix X 320 pix] --> Are just the one graphic, due to front-view battle systems.
Characters: [129 pix X 192 pix] --> instead of three things for each direction of
walking, there are four.
Monsters: [320 pix X 384] --> instead of three things for each direction of
walking, there are four.
Fogs (???): [256 pix X 256 pix] --> what on earth are the fogs for?
Game over/Title/Transition screens: [640 pix X 480 pix]
Icon: [24 pix X 24 pix] --> these show what an item looks like in the shop
window
Panoramas: [480 pix X 480 pix]
Tilesets: [248 pix across (in 32 pix X 32 pix squares), by any number down] --> AS LONG AS IT IS A MULTIPLE OF
32!!!


Custom graphics need to be saved as "bmp" (bitmaps). Other formats may work as well.

To put your custom graphics into RMXP, just create a new project, then go into the directory, find the project folder, open the Graphics folder and then put your custom graphics in the correct folders --> e.g. a Battle background in the "Battlebacks" folder.

Attached are pictures of an "Autotile", a "Battler", a "Character" the "Windowskin", and the templates for a Tileset, character and animation.

All figures have been checked against those on the Enterbrain site and are correct.

I have also found the Windowskin...things...on the enterbrain site. They were in Japanese originally, but in English read:

"The window skin is 192 pix X 128 pix. As usually, the PNG file, 32 bits, is used.

Background of A window. Pattern of the 128×128, adjusting to the actual window, expanding reducing, it is drawn. Strictly, around the window 2 pixels each it reaches the size which is made small. This is specification in order to show the window where angle is round naturally. In addition, in the window of part, just this background part being translucent, it is drawn.
Because of the translucent window, it is not necessary to make the
picture itself translucent.

Framework and arrow of B window. The 16×16 of the four corners is drawn that way, the remaining framework (the part of the side) adjusting to the window, is drawn to tiling condition with thickness of 16 pixels. As for the arrow, the scroll you use as the marker when it is possible contents of the window.

C command cursor. You use in order to display the item which is selected
inside the window. 2 pixels around are expanded are reduced in only
length and breadth, remainder is drawn adjusting to the size of
cursor, level expanding reducing.

D pause sign. You use in order todisplay the button input wait state of the message window. Animation it does in pattern 4 type of 16×16.

E arrow cursor. When selecting the actor and the enemy in the battle picture, you use.

Pattern 2 type of 32×32 is drawn alternately. As for this it is not portion of the window, but it is included in this file of for convenience."

The picture of the Windowskin is included.

Last edited by Lenny; 2004-09-05 at 04:02 AM.
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Posted 2004-08-31, 11:00 AM in reply to Lenny's post starting "The following are the Sizes of the..."
Octuple post! That's gotta be a record!

I see you can use the Edit button here, so I'll just say to edit the post to contain the new information, instead of saying "please ignore" and posting again. Time to prune, I suppose.

But I'll have to put that info in the FAQ, once I can actually get RMXP and play around with it a bit to see how the process is myself. Oh well. It's gotta work eventually.
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