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Jumping sprite sheet rpg maker mv
Jumping sprite sheet rpg maker mv






jumping sprite sheet rpg maker mv

So the graphic box must be at least 5x32= 160 pixels tall and 7x32 = 224 pixels wide. When creating a sprite sheet you have to ask yourself "How big will the dragon be?" once you calculate that, do the math for the sprite sheet you are gonna use?Įxample: is it gonna be 5 tiles high and 7 tiles wide? Each tile is 32x32 pixels. Let's say that you have a sprite sheet with the dimensions 96x192 and you want it to be $ĩ6/3 = 32 and 192/4 = 48 That means that you will have 12 graphic boxes and each graphic box will be 48 pixels high and 32 pixels wide. Once you start separating them with fat borders and such, you gotta do more math which is just a bit silly to introduce for no reason.Let's say that you have a sprite sheet with the dimensions 1152x768 and you want it to be normal or !ġ152/12 = 96 and 768/8 = 96 That means that you will have 96 graphic boxes and each graphic box will be 96 pixels high and 96 pixels wide. Now, in reality, it'd actually be proportioned a bit differently since it's based on even pixel spacing but this is just a simplified explanation of why it's kind of a bad idea to separate your sprites using anything but a pixel-wide line. You see how if you have even borders on all sides, the sprites are all out of alignment? And as you can see in the top row, they're each separated by identical sized borders and look "evenly spaced" apart.īut look what happens when you actually split them apart (which a sprite processor does). Let's say that the squares with circles in them are your sprites. I just whipped this up in mspaint to demonstrate what I mean. On the other hand, the left sprite has a full unsplit border on its left and the right sprite has a full unsplit border on its right. The center column has to split their left and right borders in half because they share them with the left and right sprites. Look at the border of each of your sprites.








Jumping sprite sheet rpg maker mv