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Thursday, August 3, 2017 - 19:14

Oh!  Yep, I totally missed that.  I have the sliders.  The spacebar thing works too.

Thursday, August 3, 2017 - 08:10

Yep, that's the same bug.  It's not too annoying but I thought you might want to know.  The first time I encountered it clicking away and back didn't help, maybe I'd been running it broken longer or did something to complicate the error.  I'll let you know if I figure it out.

Oh, didn't know that about Grafx2.  I'm just going to have to eventually collect all the pixel programs aren't I?  Thanks for the heads up.

My problem with the zoom is that there doesn't seem to be a way to move what's showing in the zoom window and zooming in always zooms the exact same spot.  Because of that if there's something I want to color pick from on the bottom right corner of a larger image, I won't be able to.  My guess is that this is Surt's problem as well.

Saturday, July 29, 2017 - 09:50

As long as you get the sprite to match the tiles at the default resolution for both then it doesn't actually matter if it was made to match tiles of a different size.  You just need to resize it the same way as the tiles.  MV doesn't actually care how big the frames are on the sprites, the only thing it'll effect is collisions.  This is especially useful for monster sprites since you don't have as much problems with them being the wrong scale.  A giant spider is just a giant spider, having one bigger than your human is just intimidating, not wrong.  I'm not trying to advocate using sprites that are scaled differently from the tiles, no thanks.  I like all my pixel sizes to match with no artifacts.

Friday, July 28, 2017 - 08:03

I wouldn't discount it outright.  Nearly all bases are pixel art and there are a lot of people who prefer tall bases.  There are also some tiles that are pixel art.  Crazy Leen has a whole bunch, and there are some originals in the XP section that wouldn't require owning XP to use.  You can use XP sprites in MV, you just need to remove the duplicate column from one end or the other.  Plus if you ask nicely the people who hang out in Resource Requests would be able to help you find things.

If you phrase your search for sprites like that you're going to end up with Sprites that fit in a 16x16 square.  16x24 or 16x32 should be good, or you can ask people for tall sprites that match 16x16 tiles.

Sprites aren't my thing so I wish you good luck from here.

Thursday, July 27, 2017 - 22:46

You're welcome, glad I could help a little.  Don't worry too much about your English ability with me, I've gotten used to the quirks of talking to someone who has English as a second or third or fourth language.  I hope I'm not too confusing.

I suggest deciding on a tile size first, then looking into sprites that suit the size.  There's just a lot more artwork that will be made up of tiles and it's a lot easier to find sprites that fit tiles than it is to find tiles after you've decided on sprites.  Once you've decided it'll also be easier for other people to help you find things, since they won't be wasting time trying to give you suggestions that don't match.  I think it'd be easist to find the right kind of tiles in 16x16 but you should go with the tiles that you like best.  I wouldn't recommend it but even 32x32 tiles can be made to work in MV with the right plugins.  The official RPG Maker forums also has a lot of resources and places to help you figure out how to get those resources to work in MV.  If you decide to go with 16x16 tiles you'll need to resize them by 300% to get them working in MV.  You'll want to do the same thing with all the other pixel assets you add in to the project so that you're not mixing pixel sizes.

Thursday, July 27, 2017 - 15:18

What kind of art are you looking for, the sprites or the tiles or something else or the whole thing?  JosephSeraph has a lot more in the same style, Hyptosis has a bunch of FF-like tiles, some submitted by Zabin, Ansimuz has some really great battle backs and sidescroller things that could be turned into battlebacks.  Redshrike has some fantastic monsters.  Other than the things Hyptosis have posted, there's not a lot by way of tiles in this style.  Usually if I see those they're in personal projects or being sold.  You can find all of those ones that I think are great being sold over at

Be careful to only put together tiles with the same resolution, I've made some 32x32 tiles that fit what you're looking for but they don't scale properly into an MV tilesize.  I've also bought some really lovely pixel tiles made by Momofuri that are 24x24 natively.  The SNES era RPGs were generally 16x16.

Wednesday, July 26, 2017 - 15:12

@DawnBringer:  I would love that!

@Capbros:  Swaping the colors around works great.  Being able to set things up so that they make sense to me like that is very helpful.  The solution for not swapping colors while moving things around was completely intuitive, I had no problems with it.  I think the additional support for selecting the color from the preview added a bug.  Now when I try to move my mouse above the preview window it won't let me and I get an odd double cursor.  The top cursor goes above the preview but seems to not function at all.

Index color support would be severely cool, I started out back when index was the only option and I've been missing the fun tricks you can do with a controlled index pallet for years.  Modern stuff just doesn't allow you to do things like paint an image with two of the same color but different indicies.  I still won't be able to do anything that displays the fun palette tricks without another programmer, but getting it set up in the first place would make some things possible that aren't right now without a DOS program.

EDIT:  The cursor bug went away when I closed and opened the program.  I haven't been able to recreate it.

EDIT 2:  Managed to recreate the bug, but I'm not certain what causes it.  It only shows up after you've loaded an image, it doesn't do it on the preloaded picture.  After it's loaded it's fine, but once you interact with it at all like zooming in or swapping a color, that seems to be when it happens.

Friday, July 21, 2017 - 01:20

@Capbros: Ah!  I really love this!  I'm totally going to be using this a lot, thank you so much!  It would be a little easier to use if I could rearrange or load the palette for the beginning image, if it's at all possible.  Right now the way it loads in can be confusing to figure out the ramps.  I really love how I can load a secondary palette and choose how the colors get remapped, it's very fast and easy to see what I'm doing.

I'm not a programmer at all so the more gui you can make things the better for me.  Now that I've had a chance to play with it I see how the multiple color changes work.  That's really cool.

I'm fine with needing to load the palette information separately but doing it all at once has less potential for confusion.

@DawnBringer:  You did get my message!  I had no idea if that email I found was even legit and after I sent it I realized I might have accidentally called you DawnBreaker instead and felt like an idiot.  I don't mind waiting, though I may end up finishing the art I wanted it for before you're done. ;)  Honestly, the current one is working pretty well, it's an amazing palette.  I just would like a little more flexibility in the reds and purples and one more medium brown where the orange currently sits.  I could do it myself but I want a legit version with your knack for careful choices working in multiple ramps.

Wednesday, July 19, 2017 - 09:21

Oh, this thread is very relevant to my interests.  Being able to choose a ramp and recolor it with a new carefully choosen ramp would be crazy useful.  I would also like for this to do is some sort of batch processing (once the colors are chosen being able to just automatically swap those ramps for multiple files would be amazing).  Something that probably wouldn't be easy but would also be useful would if I could export a single image with multiple color change options.  For example, a sprite with blond hair exported quickly into sprites with red, brown, black, and gray.  I would expect that this would only work and really be useful if you could save and load the origin and export ramp setups for multiple images.

I haven't tested out the program you have so far (not currently on my computer) but I'm excited to.  Thanks for this!

(I second the motion to get DawnBringer's palettes a shrine!  Also some sort of contact info, I've been trying to contact DB for years about possibly building an extension of the 32 palette for easier use in a large RPG tileset I've been making.)

Wednesday, May 17, 2017 - 18:23

Yes, just give credit.  CC-By might also require you to include a file with the license or link to it or something, but I don't know for sure and honestly I don't care if you do or not.