![]() Not flattening them is actually the easiest but I did it anyway for this guide. The mask colour is the transparent colour that lets you see the layers below. ![]() just remember to replace the green with the mask colour. You can either choose to have these two as a seperate file or to "flatten them" to merge the layers together. Next up you can create a new layer on top of the first one and import the actual character base, I copied one from a different file here. The difference is that they are more flexible when it comes to sizes and colours. The rpgmaker software has set restrictions on size of each set and the file itself after all.Īlthough this shows a RPGm2k3 file the same process can be applied to the other makers. in this guide I'll use the RPGM2k3 charset template. When you start aseprite open up a template to begin with. for a spritesheet of 12x8 pixel, that would give a maximum of 341x512 pixel. Basically the Link from the original Legend of Zelda in 1986 with blue clothing, and the formatted for RPG Maker MV. ![]() thehipsternugget Thread help sprite sprite. In the case of a 3x4 cell single sprite, that means the maximum height for a sprite is 1024 pixel. Shown here is what happens when I put the sprite sheet in. Gamemaker has a well done spiting tool included in it but what it really lacks is layers and that can make spriting difficult, especially the animations. However pixi.js has a limit on the picture it can load - if I remember correctly that is 4096x4096, and your entire spritesheet needs to fit into that limit. Working with templates is easier with layers.Ever tried to work with templates but you keep drawing over them or mesing it up in a different way? Layers is your friend here. ![]()
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