You don't want inconsistent cell sizes, or else things will get messy. But make sure that the "Cell" (aka, size of ONE singular frame in the spritesheet) is the exact same size for all the other cells in the spritesheet. Something to keep in mind also, is when you want to make sprites beyond 48x48, that's pefectly acceptable. (Meaning it's not in a file with 7 other character spritesheets, it will be on its own little 4 row x 3 column spritesheet) I should point out that the sheet size is different, 97x97 instead of 64圆4 per character resulting in 1164x776 size sheets compared to DFs 768x512. The only way this would work is if the cells were the same size (the image inside the cell can be whatever size as long as it fits in the cell). Guess Id suggest my project, which doesnt contain sprite sheets but rather a generator parts collection for the Dark Fantasy style. $ = keeps the sprite in its own spritesheet. In the middle and bottom pics you have sprites both 1 tile and 2 tiles in height (and I think width) the program can’t read sprites on the same sheet with different heights and widths. ! = the size of the sprite is beyond the 48 x 48 grid, and will be adjust accordingly. This will be a file that the game reads as the following: So, in general, a rule of thumb is that since the tile grids are 48x48 in MV, the "hitbox" of those characters (your football player) will still be confined in that 48x48 region.īut as for the actual sprite itself, even if it is simply a little more than 48x48, just stick an exclamation mark and dollar sign in your sprite's filename.
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