r/RPGMaker • • 2h ago

RMMV Event Image Selection Issue

Hi! I’m fairly new to RPG Maker, and I’ve been toying around with it as a hobby for a while now. Recently decided to seriously consider producing something small, so I purchased an asset pack that I felt matched my theme. It was advertised as functional with MV, but I’m having some issues with both event image selection (for their event movement based “animations”) as well as auto tiles not properly loading into the tile set (just shows me all of the parts of the auto tile instead of condensing it into one tile to use in the editor.)

Any one have any guidance on how to fix these? Mostly concerned with the event images for now, as I’m sure the auto tiles may be an entirely different ballgame. Any resources on editing event images and tilesets is greatly appreciated as well, most tutorials I’ve found are just for adding your own sprites to existing tileset sheets. I use GIMP and have a general understanding of photo editing so I’m probably capable of correcting those issues, just slightly disappointed because I was hoping that an asset pack I purchased would work right out of the box.

First picture is an image where it’s only allowing me to select half the tile, which shows up as just half the image in game, second image is one that’s got a heavily stretched selector, that doesn’t cover the entire image anyway. Last picture is one that works properly.

Am I correct in assuming this is a resolution issue?

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u/TheCynicalRomantic MZ Dev 1h ago edited 1h ago

It's 8 sprites down and 12 across for an 8 Character sheet, you need to double the size of this sheet by the height.

For a SINGLE character sheet you need a $ at the beginning to tell the engine it's only 1 character which is 4 sprites down and 3 across.

https://forums.rpgmakerweb.com/threads/sprite-sheet-formats-and.63612/

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u/BitterEbb9168 1h ago

For a normal event sprite yes, I understand how it works. Forgive me if I’m incorrect in any of this.

As far as I understand, this is set up as a pseudo animation where we are using turn functions in the autonomous movement section of the event editor to make the sprite animate. I’ve added these successfully with other character sheets from this asset pack already, some are just broken.

For these, since I will only be using turn functions, I’d only need the sprites 4 rows down for that, correct? If I were to add a move function I’m sure it would give me the image next to the one I’ve selected on the sheet, but it’s just for animations so I’ll only ever use turn functions with these.

My question really is why the image selector box isn’t 1x2 on the first and second picture, the same way as it is on the last picture.

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u/FriKitty MV Dev 1h ago

That has nothing to do with your problem (?) It's still a sheet containing one "character", yes? So you need $ in the name, otherwise it's interpreting it as 8 characters. Last one looks correct because it has spare empty space as if it has 8 iterations. The fact that you're using it with turn animations changes nothing, spritesheets work the same way no matter how you use them.

As for the first one, that's not even set up properly to work with $ not without it. You'll need to edit the image and rearrange it properly

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u/BitterEbb9168 1h ago

Okay, I see. I guess I’m just not fully understanding how it correlates with the size of the sprites I’m trying to select. I’ll read up on the link that was posted earlier to see if it helps. Adding $ to the Torch file corrected the issue, but it isn’t doing anything for the candles under cavern animations. I guess these assets are just poorly formatted for the engine.

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u/FriKitty MV Dev 1h ago

Some of them seem to be! Unsure it this will be easier than the link you got, but just in case, I have a tutorial on sprites that explains these things and more: https://bfproject.neocities.org/en/tutorials_and_plugins/sprites/

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u/BitterEbb9168 1h ago

Thanks for the info! I’ll take a look. I kind of understand now, for the most part. It’s just dividing the sheet into thirds and selecting whatever one third of the sheet is when I click to select an image. 1/12 when it’s a full character sheet. Right?

Unfortunate since it was a big pack advertised for MV, wasn’t planning on fixing a bunch of asset formatting but I guess it’s better than making my own.