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RPG MAKER XP: Materials

RPG MAKER XP's graphics have been given a dramatic boost with improved resolution and full-color support. That means big changes in the sizes and standards of the materials you can use to create your own games. Here's a sneak preview of the goodies in RPG MAKER XP's toolbox.

* Image sizes are in pixels (horizontal x vertical).

 
Graphics
Both PNG and JPG (JPEG) graphic formats are available for use. The PNG format fully supports 32-bit color (with alpha channels).

◊ Characters
These files contain character graphics for the map screen.
fighter goblin
[Human] [Super-Sized Monster]
Each character is contained in a single file. This file can be any size, and is laid out with the character facing all four directions (down, left, right, and up) and going through four frames of movement, for a total of 16 frames. The size of the actual character will be 1/4 the height and 1/4 the width of the entire bitmap, and there are no limits on character size. The frames, when animated, will loop in a 1 -> 2 -> 3 -> 4 -> 1... pattern.
fighter
Image size: 128x192 pixels
goblin
Image size: 320x384 pixels

[Enlarge]

◊ Battlers
These files contain graphics for the characters that appear in battle scenes. They can range in size from 1x1 pixel to 640x320 pixels and are used by both actors (i.e., the protagonists) and enemies.
fighter goblin
 

◊ Animations

  These files contain animation graphics used mainly as visual effects in battle scenes. Each cel contains at least one block of five 192x192 pixel frames lined up horizontally, but can go on to contain as many blocks as necessary. There's no limit on the file's vertical size.
(See a Sample)
 

◊ Tilesets

grassland
  These files contain tiles for mapmaking. Each tile contains at least one block of eight 32x32 pixel frames lined up horizontally, but can go on to contain as many blocks as necessary. There's no limit on the file's vertical size.
* You can lay out an infinite number of map tiles ("map chips") in a single tileset!
(See a Sample)
 

◊ Autotiles

tile   As a general rule, autotiles form the basis for the 12 tile patterns seen here.
A The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.
B The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.
CThe parent pattern is featured in the four corners of this tile.
DTiles with the parent pattern on all four sides, plus a central pattern with no borders at all.

If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.
tile2

If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.
 

◊ Panoramas

These files contain graphics (distant landscapes) used in maps. There's no real limit to their size, but they must tile on all four edges-like a Website background.
 

Fog

These files contain graphics that are overlaid in the map's foreground. There's no real limit to their size, but they must tile on all four edges-like a Website background.
 

Battle Backgrounds

These files, measuring 640x320 pixels, contain graphics used as backgrounds in battle scenes.
battlebcg
 

◊ Icons

These files, measuring 24x24 pixels, contain icon graphics that are displayed next to skill and item names.

icon icon icon icon
 

◊ Titles

These files, measuring 640x480 pixels, contain graphics that are displayed on the title screen.
title
 

◊ Game Over Graphics

These files, measuring 640x480 pixels, contain graphics that are displayed on the Game Over screen.
gameover
 

◊ Window Skins

  These are graphics measuring 192x128 pixels, as seen here. They're usually in 32-bit PNG format.
A The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.

B The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.

C The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.

D The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.

E The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.
 

◊ Pictures

These files contain graphics that are displayed during in-game events. They can be any size.
 

◊ Transitions

These files specify the effects displayed during screen transitions, such as when you encounter an enemy. They're 640x480 pixels and must be in 256-color grayscale PNG format. The screen is redrawn from the lower palette number on up.
 
Sounds
You have five different file formats at your disposal: MID (in BGM and MFX only), OGG, WMA, MP3, and WAV.
 

◊ BGM

Background music- usually in MID format.
 

◊ BGS

Background sounds- usually in OGG format.
 

◊ MFX

Music effects- usually in MID format.
 

◊ SFX

Sound effects- usually in OGG format.
 
Here are the special features of each file format:
MID MIDI files played via the DirectMusic Synthesizer. If a BGM MIDI file contains the control change value 111, that value is recognized as where the song will start repeating after it reaches the end.
OGG Files containing compressed Ogg Vorbis data, known for its sound quality and compression rate. However, since RPG MAKER XP doesn't support OGG streaming, the entire file must be loaded before it can be played, making it unsuitable for longer pieces.
WMA Compressed Windows Media Player sound files, played via DirectShow. Unlike the OGG format, streaming (loading data while playing it in real time) is supported, so it's good for longer-playing songs.
MP3 An extremely popular compressed sound format, played via DirectShow. It has the same special traits as the WMA format.
WAV The standard Windows sound format. RPG MAKER XP can process both standard uncompressed WAVs and Microsoft ADPCM files.


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