For a full sprite, the software simply cut up the piece virtually in 12 (wide) × 8. If one frame is 96 pixels high, all frames are 96 pixels high. So, to clearify: Each of the 12 frames of all 8 character should be the exact same size. It would be tedious, but you can be certain the program would read them correctly. 576 x 560 px (4 blocks wide, 2 blocks high) if it's a standard sheet. If smaller you could lay them out on the standard 48X48 spread sheet, then reduce the individual characters within the guidelines of the 48X48 gride. Remember to place the $ before the asset name so the program recognizes it as a single character sheet. If you were looking to go bigger than that it would probably be best to seperate the individual characters into their own sprite sheets. However, I do know MV recognizes VX & VX ACE 32X32 template characters and places them correctly. I've never used the XP program myself so I am not exactly certain what you're referring to. Because when you actually play the game the 32X32 tiles original form is what will be pulled up, & the 48X48 won't have pixilated from being shrunk to the 32X32 format. So if you were using a mix of old 32X32 assets & new 48X48 assets, resized to a 32X32 tile size, the pixilation you would get from enlarging the 32X32 tiles to the 48X48 size for the map editor wouldn't matter.
Originally posted by xiiithharbinger:Yes, just remember that when you use the script, how the resized assests look in the designated folder, is what the game will look like.