

RPG Maker VX Ace Tutorial - Custom IconSet Redweaver 4.01K subscribers Subscribe 3.7K views 7 years ago RPG Maker VX Ace videos Heres a video tutorial on how to use GIMP to merge multiple.

I love having a LOT of icons to work with, to the point where every item can have it's own Icon, just for variety's sake. When using VX Ace, I had this massive 10000+ Iconset, but then I went to make it bigger so it would work with MV. Then I got this Black Box issue over enemies.Īll I want, is a large IconSet that uses a majority of the Icons on the one I had before, at the very least with the different weapons and stuff. Or if someone might be able to troubleshoot it and let me know how to fix the box issue. I do not know if the “%” was a typo but that character does nothing to the sprite sheet unless some sort of plug in is used.The one here is the original from Ace, if it helps to work from that. U/seventhirtysixam provided a decent explanation on where you can go to understand the rules for formatting but I will also drop this link to a formatting guide I used when I first started. 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). 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.

In addition, you can’t put sprites with different cell heights in one sprite sheet. (This is when the “$” is used, and this is primarily for singular sprite sheets) 1st row is down movement, 2nd row is left, 3rd row is right, and 4th row is facing up. The way you can use those is up to you, but if you look at the default sprites this shows an example of how the program reads them. Rpgmaker’s sprites are supposed to have 12 equal cells split into 4 rows and 3 columns. Undertale was not made in rpgmaker so the way those sprites have been formatted are not compatible with the way rpgmaker reads sprites.
