RPG MAKER MZ HELP

Documentation

Asset Standards

It is possible to use your own original files for all kinds of assets, such as images and audio.
By copying the asset file into the appropriate folder you can select the asset from the editor.
You can add and browse through subfolders under each asset folder. Folder names are recommended to be in half-width alphanumeric characters.

Image Assets

All images must be in the PNG format.

Tileset Details

A single tile is 48x48 pixels in size, and tiles need to be grouped in the 5 types of sets, A through E, below.

Additionally, the specifications for some tiles can change according to the contents set under [Mode] found in [Tilesets] in the database.

Tileset A

This set will be used as the lower layer when drawing the map. This set is divided further into 5 tiles, with most of them being called [Autotiles], which are composed of special tiles which have their boundary lines automatically created.

Autotiles are, as a rule, arranged in a pattern composed of 6 tiles as seen in the illustration below, making up the basic structure of the tiles.

If the autotile located in the (8,8) position from the bottom-right is transparent, that autotile will be evaluated as a "forest type". If a forest tile has the bush element assigned to it, character images will not appear as half transparent in the 8 types of tiles below which includes the bottom right and bottom left boundaries.

A1 (Animations)

These are 768x576 pixels in size and made up of the 5-pattern blocks as in the illustration to the right. Basically, tiles in this part will not have a boundary created even if they touch.
Boats and ships can only travel through the tiles in this part. However, tiles in this tileset will no longer be able to be entered using boats and ships if the tileset is configured to allow players to walk on the tiles.

A2 (Ground)

These are 768x576 pixels in size and composed of four 2-pattern blocks placed vertically in a row as in the illustration above. Specifications for this tileset alone can change according to the contents set under [Mode] found in [Tilesets] in the database.
If the tiles in this set have the counter element, they will be used as autotiles to create tables, and the bottom of the pattern will be shifted 12 pixels down when placed.

A3 (Buildings)

Autotiles which will primarily be used for the appearance of buildings. These are 768x384 pixels in size and are composed by placing 8 tiles horizontally and 4 tiles vertically, formed using only the autotile group pattern.

By placing two or more of these tiles together vertically when designing your map, shadows will automatically be created on the adjacent touching tile on the right side. However, shadows will not be automatically generated if the adjacent tile belongs to a part other than A2 (Ground) (excluding Block C) or A5 (Normal).

A4 (Walls)

Autotiles which will primarily be used for walls. These are also used for walls in dungeon instances. These are 768x720 pixels in size and are composed by placing 8 tiles horizontally and 3 tiles vertically using autotile basic structures and those tiles placed vertically in a row using only the autotile group pattern.

By placing two or more of these tiles together vertically when designing your map, shadows will automatically be created on the adjacent touching tile on the right side. However, shadows will not be automatically generated if the adjacent tile belongs to a part other than A2 (Ground) (excluding Block C) or A5 (Normal).

A5 (Normal)

These are 384x768 pixels in size. Please be sure to place the tiles here in an 8x16 arrangement. Tiles contained in this file will all be treated as normal tiles. The 3rd, 5th, and 7th rows from the top can also be used for the floors of dungeon instances.

Tileset B through Tileset E

These sets will be used as the upper layers when drawing the map.
These are 768x768 pixels in size. Please be sure to place the tiles here in a 16x16 arrangement.

Audio Files (Music, Sound Effects)

Please use the following format for audio files.

If the LOOPSTART and LOOPLENGTH fields in the metadata are embedded, the audio sample will be repeated using those values.

Video Files (Movies)

The usable file formats differ depending on the operating environment, so please prepare each video in both of the file formats below. Make sure to give them the same filename.

*When creating a game that will be played on Windows or Mac, please prepare only the WebM file format. When creating a game that will be released on the web or for Android/iOS, both file formats are required.