This topic is supposed to be a comprehension about resource defaults (graphics and audio), their special behaviours and how you might be able to modify some defaults by script. Just in case you wonder about the in-depth specials of a certain filetype I suggested, please read my RMXP Graphics Guide for reference.
I hope this compilation has been somewhat useful for one or another reader... thanks for your attention, see you next time... and make sure to drop in feedback ^_^
I'd also like to thank Selwyn who helped me on creating and testing the video section, and also vgvgf for pointing out that you can use several more audio filetypes.
RMXP Screensize: 640 Ã 480
RTP Directory: InstallDrive:\Program Files\Common Files\Enterbrain\RGSS\Identity\ (both Audio and Graphics)
Graphical Support: Up to 24bit supported, Alpha Channels supported, animated GIFs not supported (will only show the first frame)
Supported Audio filetypes: MP3, WAV, WMA, OGG, MID/MIDI (BGM/ME only)
Additional Audio filetypes [untested]: RMI, FLAC, APE, AIFC, AU
RTP Directory: InstallDrive:\Program Files\Common Files\Enterbrain\RGSS\Identity\ (both Audio and Graphics)
Graphical Support: Up to 24bit supported, Alpha Channels supported, animated GIFs not supported (will only show the first frame)
Supported Audio filetypes: MP3, WAV, WMA, OGG, MID/MIDI (BGM/ME only)
Additional Audio filetypes [untested]: RMI, FLAC, APE, AIFC, AU
General information: Animations are used on maps and in battle to show a serie of pictures which consist of up to 8 frames each. An animation file may have as much vertical lines as desired by the artist, each row taking 192px in height.
Suggested filetype: PNG
Size (width Ã height): 960 Ã [192]
Cut in parts (horizontal / vertical): 5 / x
RTP file amount: 30
Suggested filetype: PNG
Size (width Ã height): 960 Ã [192]
Cut in parts (horizontal / vertical): 5 / x
RTP file amount: 30
General information: Autotiles are special tiles holding an amount of 48 tiles in total, while the artist only has to draw 12. If you want to view the full set of your autotile, double-click on the desired autotile in the map edit screen and a window showing all generated tiles will open. Remember that you can add as much autotile sets (each 96 Ã 128) next to each other in one file to create an animated autotile. Look at the default water autotile for an example.
Suggested filetype: PNG
Size (width, height): [96] Ã 128
Cut in parts (horizontal, vertical): (x*3) / 4
RTP file amount: 81
Suggested filetype: PNG
Size (width, height): [96] Ã 128
Cut in parts (horizontal, vertical): (x*3) / 4
RTP file amount: 81
General information: Battlebacks are shown in the behind all other graphics on the battle screen. They take up almost 3/4 of the screen.
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 320
RTP file amount: 50
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 320
RTP file amount: 50
There's a very easy way to enable 640 Ã 480 battlebacks. First, open up the script editor and load Spriteset_Battle. You should be able to find the @viewport1 definition:
As you can see, this line limits a certain viewport to a height of 320. You have to believe me that it's the battle background viewport. Well, just change the line to something like this:
You can use a 640 Ã 480 battleback picture now, but you might also want to use a 640 Ã 320 battleback you got somewhere. If so, you might want to zoom the picture to fit the screen. To do this, head for this line in Spriteset_Battle:
Insert the following line directly below that...
Well, you won't see anything below the 320 pixel-border, because there's a window located the... to be exact, it's Window_BattleStatus, so if you want to do something about it, you have to open it up in the script editor. Head for this line in the initialize method:
Directly below that, insert one of the following lines, according to your needs/preferances:
Code:
@viewport1 = Viewport.new(0, 0, 640, 320)
Code:
@viewport1 = Viewport.new(0, 0, 640, 480)
Code:
@battleback_sprite = Sprite.new(@viewport1)
Code:
@battleback_sprite.zoom_y = 1.5
Code:
self.contents = Bitmap.new(width - 32, height - 32)
Code:
self.back_opacity = 160 # Changes the opacity of the window background
Code:
self.opacity = 160 # changes the opacity of the window (background and border)
General information: Battlers are shown in the status window on the battle screen. Each character has one, and they're displayed next to each other, so although there's no limit in size for these, you should take care not to overlap other battler images too much.
Suggested filetype: PNG
Size (width, height): No Limit
RTP file amount: 100
Suggested filetype: PNG
Size (width, height): No Limit
RTP file amount: 100
General information: Characters are used on the map screen to represent the hero, non-player characters, objects and might also be used for light effects or similar. There is no limit in size for these unlike previous RPG Maker versions, the set will just be divided through 4 both ways.
Suggested filetype: PNG
Size (width, height): No Limit
Cut in parts (horizontal, vertical): 4 / 4
RTP file amount: 200
Suggested filetype: PNG
Size (width, height): No Limit
Cut in parts (horizontal, vertical): 4 / 4
RTP file amount: 200
General information: Fogs can be blended over a map to force a special feeling, create atmosphere or simply fake an underwater environment. There's no limit in size, but you should use a reasonable size to prevent lag. They can be assigned to maps in the Tileset tab in the Database.
Suggested filetype: PNG
Size (width, height): No Limit
RTP file amount: 10
Suggested filetype: PNG
Size (width, height): No Limit
RTP file amount: 10
General information: A single gameover picture is shown every time the party is defeated before the player is taken back to the title screen. The fullscreen size is reasonable, though you might use smaller images which will be aligned to the upper-left corner of the screen.
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 480
RTP file amount: 1
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 480
RTP file amount: 1
General information: Icons can be assigned to items, weapons, armors, and skills. If you draw them larger than 24x24, they'll still be displayed, but everything beyond this size will be cut off.
Suggested filetype: PNG
Size (width, height): 24 Ã 24
RTP file amount: 50
Suggested filetype: PNG
Size (width, height): 24 Ã 24
RTP file amount: 50
General information: Panoramas are used to show a map's background (transparent space in the tileset), which might be a mountain range, sky with clouds or even magma. Just like fogs, you can add these graphics to a map in the Tileset tab in the Database.
Suggested filetype: JPG/JPEG, PNG
Size (width, height): No Limit
RTP file amount: 7
Suggested filetype: JPG/JPEG, PNG
Size (width, height): No Limit
RTP file amount: 7
General information: Pictures can be almost everything you can imagine. You might use them as a black border to fake a widescreen format or have a dark surrounding around the player to make the screen look like you just can see what's directly around you. This graphic type also has no restrictions in size, but remember that you can only see 640x480 at once anyway...
Suggested filetype: JPG/JPEG, PNG
Size (width, height): No Limit
RTP file amount: 0
Suggested filetype: JPG/JPEG, PNG
Size (width, height): No Limit
RTP file amount: 0
General information: Tilesets hold tile graphics which are used to draw the map piece by piece, each of those being 32 Ã 32 large. A tileset might contain as many tiles as desired, but there have to be 8 tiles in each line.
Suggested filetype: PNG
Size (width, height): 256 Ã [32]
Cut in parts (horizontal, vertical): 8 / x
RTP file amount: 50
Suggested filetype: PNG
Size (width, height): 256 Ã [32]
Cut in parts (horizontal, vertical): 8 / x
RTP file amount: 50
General information: The title image is just a background used on the title screen. Just like the gameover image, it's default size is 640 Ã 480, though that might be cut to whatever fits.
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 480
RTP file amount: 1
Suggested filetype: JPG/JPEG, PNG
Size (width, height): 640 Ã 480
RTP file amount: 1
General information: Transitions store the information for a from-map-to-battle transition. The responsible script will delete all colors, one after another, from dark to bright, until the battle screen is fully visible and the map screen is disposed totally. You can setup the transition in the System tab in the Database for battle transitions or use the "Prepare for Transition" and "Execute Transition" event commands for map-to-map transitions.
Suggested filetype: PNG
Size (width, height): 640 Ã 480
RTP file amount: 20
Suggested filetype: PNG
Size (width, height): 640 Ã 480
RTP file amount: 20
General information: A windowskin is a collection of several small images used together to draw the ingame windows with. Because it's kind of difficult to explain these measures with words, I made a handy image which might also be used as a template and is liked further down. It also includes the sizes of each part, width and height equally.
Suggested filetype: PNG
Size (width, height): 192 Ã 128
Cut in parts: Image
RTP file amount: 1
Suggested filetype: PNG
Size (width, height): 192 Ã 128
Cut in parts: Image
RTP file amount: 1
General information: BGMs are used in almost every map, in battles, the title screen, the gameover screen, ... You can use MIDI files for this kind of music.
Suggested filetype: MID/MIDI, MP3
Loop: Yes
RTP file amount: 64
Suggested filetype: MID/MIDI, MP3
Loop: Yes
RTP file amount: 64
General information: BGSs are used for rain effects or other audio overlays to add additional atmosphere to the surroundings. BGSs can be used with or without a BGM.
Suggested filetype: OGG, MP3
Loop: Yes
RTP file amount: 20
Suggested filetype: OGG, MP3
Loop: Yes
RTP file amount: 20
General information: MEs are similar to BGMs, just that they're only played once and aren't looped. They're used for victory themes or hymns for gathered items, for example. You can use MIDI files for this kind of audio effect.
Suggested filetype: MID/MIDI, MP3
Loop: No
RTP file amount: 16
Suggested filetype: MID/MIDI, MP3
Loop: No
RTP file amount: 16
General information: SEs are used to play small effects like animal voices or attack sounds. They're usually very short which is why they suit OGG files so great.
Suggested filetype: OGG, WAV
Loop: No
RTP file amount: 180
Suggested filetype: OGG, WAV
Loop: No
RTP file amount: 180
General information: As I just found out, you can play AVI files with RMXP in a seperate window (exits fullscreen and minimizes your Game.exe). You can play the files with the audio play event commands, like "Play [insert audio resource type]". Depending on what resource type you choose, your replay settings will slightly change (explained below). Note that your video must be in the correct directory, e.g. Audio\ME\ to be selectable from the list.
Replay from BGM command: Oversaturated movie display, looping
Replay from BGS command: Normal display, looping
Replay from ME command: Normal display, not looping
Replay from SE command: Normal display, not looping
Replay from BGM command: Oversaturated movie display, looping
Replay from BGS command: Normal display, looping
Replay from ME command: Normal display, not looping
Replay from SE command: Normal display, not looping
I hope this compilation has been somewhat useful for one or another reader... thanks for your attention, see you next time... and make sure to drop in feedback ^_^
I'd also like to thank Selwyn who helped me on creating and testing the video section, and also vgvgf for pointing out that you can use several more audio filetypes.