This page will cover the various graphic and audio materials you will need to use when creating a game.
RPG MAKER VX - Material
Character Sprites (Graphics/Characters)

These files contain graphics for character sprites displayed out of battle. There are no limitations to how large a sprite can be. To create fluid movement
animations the character must have a total of 12 patterns, 3 stages of movement for 4 directions.
One file will contain sprite graphics for multiple characters. In this file, there are a total of 8 sets of sprites.Since graphics for multiple characters are contained in a single file an individual character is 1/12th the width and 1/8th the height of the file.
Characters will be displayed a few pixels away from borders to create a more natural appearance in-game.
- Adding ! to the beginning of a file name will cause the brush attribute and 4 dot slide function not to be applied to that file. This is most frequently used for doors and treasure chests
- If you wish to use one file for a character's graphics, place $ at the beginning of the file name. In this case the character will be 1/3 the width and 1/4 the height of that file.
- Special characters can be used together
Portraits (Graphics/Faces)

This file contains portraits of characters that are displayed in message windows and menus. Portraits must be 96x96 pixels, with one file containing 8 portraits total.
Monsters (Graphics/Battlers)
To a boss like this!
This is a folder containing graphics of the various monsters and enemies that will be encountered in battle.
TThere are no limits to the file size of monster graphics. However, the battle screen has a resolution of 544*268 pixels.
From small good-for-nothing guys
Animation Effects (Graphics/Animations)

This contains animation graphics that are display as effects, usually in battle. 1 Cell is 192x192 pixels, a block consists of 5 cells. 1 animation file can contain up to 20 blocks.
Tilesets (Graphics/System)
These files contain the tilesets used to create maps. Tilesets are divided into 5 subsets (A - E).
Tileset A
Tileset A is used as the base layer when creating a map
This set is further divided into 5 types
Most types are made via an autotile function. These autotiles have their borders created automatically.
Autotiles are made with tile patterns as follows

| a | A Typical Pattern, used for displaying tile palettes |
|---|---|
| b | This is a pattern that is bordered at the corners. |
| c | An assembled pattern made of 9 tiles, one centre tile and 8 border tiles. |
Type 1
This is a graphic that is 512x384 pixels. Neighbouring tiles of this part are not used to make borders.

| A | Sea Tiles |
|---|---|
| B | Deep Sea Tiles, sea tile borders are made only when tiles of this section are played next to part 1 tiles |
| C | autotiles that decorate sea tiles in section A |
| D | Used to create bodies of water, or in the case of the last block, lava. |
| E | Used as waterfall tiles. These can be animated by placing 2 tiles horizontally and 3 tiles vertically. |
- Sections A, B, and D can be animated by placing three tiles horizontally
- The transparent areas of B and C will be filled with the pattern from A
- Most tiles from Part 1 can only be used by vessels. Airships can also travel over these tiles but will be unable to land. B Tiles can only be crossed by large vessels. C and E tiles are impassable.
Type 2
This graphic is 512x384 pixels.

Bush Effect

The lower part of the character will be transparent to give the effect of standing in high grass. In the woods tiles the character will be obscured completely.
Counter Attribute

Enables you to create a map event using the OK button as a trigger. This allows characters to interact with merchants.
Type 3
This file contains a selection tile patterns. These tiles are primarily used for building exteriors and rooftops.

Type 4
These autotiles are used when creating buildings, mainly for walls. These tiles can also be used to create dungeon walls with the Generate Dungeon function.

Automatic Shadow Creation

If more than two tiles from part 3 or 5 are placed vertically, a shadow will be created. This function will work only for tiles in Part 2(excluding block C) and in Part 5(excluding 1-2 lines).
Type 5
This file is 256x512 pixels. Tiles from lines 3, 5, and 7 are used by the dungeon generator to make floors.

Tilesets B - E
This consists of a set of tiles used "at the upper part of the map." The file is 512x512 pixels and consists of 16 rows and columns of tiles.
- The most left upper side tile of tileset B must be a blank to express that nothing is placed on the upper side of the map.
Panoramas (Graphics/Parallaxes)
This file contains graphics that are displayed at a distance when on the map. There are no restrictions on how file sizes used as panoramas, allowing you to make a continuous image out of the tiles spreading in all directions.
Balloons (Graphics/System/Balloon.*)

These are displayed with the [show balloon icon] event. One pattern is 32x32 pixels, while one balloon animation will consist of 8 patterns. An entire file will consist of 10 different balloon animations.
Message Background (Graphics/System/MessageBack.*)
A graphic that is 544*160 pixels. This file contains background scenes that appear when you choose "dim background" with the [show text] event.
Icon Sets (Graphics/System/Iconset.*)
This file contains icons shown next to skills and items. One icon is 24x24 pixels, with 1 file consisting of 256 different icons.
Battle Start (Graphics/System/Battlestart.png)
This file contains effect graphics shown at the start of a battle. This file is 544x416 pixels and should be in 256 colour, grayscale, in .png format.
Battle floor (Graphics/System/BattleFloor.*)
Files that contain graphics shown at "battle floors". The file size is 544x192 pixels.
Shadow (Graphics/System/Shadow.*)
Contains the graphics for the airship's shadow when it's in flight. This file has no size restrictions.
Title (Graphics/System/Shadow.*)

This image is displayed as the title screen. Has a size of 544x416 pixels.
Game Over (Graphics/System/Gameover.*)

This image is is displayed as the Game Over screen. Like the title screen it should be 544x416 pixels.
Window Skins (Graphics/System/Wndow.png)

| A | The background for in-game windows. The image is 64x64 pixels and tiles (stretches?) to fill the window. |
|---|---|
| B | Background texture for in-game windows. This image is layered upon A to create the background. |
| C | Window frame and scroll arrows. The frame borders all in-game windows while scroll arrows appear when scrolling is possible. |
| D | The command cursor. Used to indicate when something is being selected by the player in a window. |
| E | The pause sign. Used to show when a player's input is needed in a message window. The pause sign is 16x16 pixels and has four frames of animation. |
| F | These are colours that can be used with the controlled letters of the show text event command. |
Pictures (Graphics/Pictures)
These files contain graphics for event commands. There are no size restrictions.
BGM
Background music, usually in MID files.
BGS
Background Sound, usually in OGG files.
ME
Music effects, usually in MID files.
SE
Sound effects, usually in OGG files.
Formats available to import
| Image files supported for importing | PNG (32 bit colour with alpha channels), .JPG, .BMP |
|---|---|
| Sound files supported for importing | MID*1, .OGG*2, .WMA, .MP3, .WAV*3 |
- *1:Can not be used with BGS and SE. If control change No.111 is in MIDI data of BGM, it will be recognized as a repeat position of the music, after the whole piece is played.
- *2:If LOOPSTART, LOOPLENGTH values are compressed as comments, the sampling position will be recognized within the repeating range.
- *3:It also supports import of uncompressed wave and Microsoft ADPCM.