![]() ![]() The images have a maximum size of 480x480, and contain a 5x5 grid of animation cels at a size of 96x96 each. The folder Battle has the animation cels for battle animations. The folder Backdrop has the battle backgrounds. ![]() Now, on to the different kinds of resources we need to build our games. Furthermore, RPG Maker 2003 can only deal with images in 8-bit color depth (i.E. However, to start with, some ground floor facts: To note, almost all of this will be directly ripped from the RPG Maker help file, because these are largely just going to be technical specifications. ![]() Let's go through all the different types of resources we can play with, also with some examples. However, beyond that, the meat of this is in the different resource types. Your guess is as good as mine as to what this actually is. The RPG Maker help file refers to them as "raw material". We can also set which type of file RPG Maker turns the images into when you import them - you can either have them as regular PNGs, or have them as XYZ files, which cannot be read easily, from what I can tell. There's not a lot of options here - we can import files into the resources, export files out of them, and delete files. Here's where we screw around with all of our resources. First of all, we will look at the Resources, which is what makes up the graphics and sounds for our game. Part 38: Behind The Fangs, Part VII - RPG Maker Basics: Resources Behind The Fangs, Part VII - RPG Maker Basics: ResourcesĪlright, so we've got some interesting stuff to go through this time. ![]()
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