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Mizuki has light pink eyes and hair, slightly curled and worn in a side ponytail tied with a ribbon. As a second year, they are classmates with Toya in class 2-B.
![rpg maker mv tall sprites help rpg maker mv tall sprites help](https://i.imgur.com/haL36at.png)
Mizuki's older sister is a fashion designer living overseas, and inspired Mizuki's love of fashion.Īs a first year, Mizuki was classmates with An in class 1-A. Because of this reputation, Mizuki spent their time on the rooftop, where they met Rui, one of their only friends before becoming part of Nightcord. It's implied they do not attend school regularly due to the negative attention from their classmates. Mizuki expresses confusion over their criticism, seeing nothing wrong with wanting to dress cute.
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Since Junior High, Mizuki was treated as an outcast for dressing and acting oddly. Kanade invited Mizuki to 25-ji, Nightcord de. They were captivated by Kanade's music upon listening to it, and made an MV for the song. I hope this would be the section where the most people with this knowledge would frequent.Mizuki is an animator and video maker who uploads music videos online. So the idea of the taller sprites I see people making hurts my head a little bit. 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. 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.