Last week, we took a look at the music, animations, and time progress battle system… so what is on the table for this week: Graphics, Mapping changes and Eventing!
One of the most requested RPG Maker features makes its return in RPG Maker MZ! The layer system is no longer only automatic! You can switch between manual and automatic layer control through the menu or through a quick keyboard shortcut!
The return of layers means you can now draw underneath existing parts of the tile! Put A tiles on the upper layer, use D tiles as a base. Stack 4 A tiles, or 4 B-E tiles, or any mix in any order!
The control of layers is now in your hands!
In addition, there are a number of minor enhancements to the mapping editor, such as:
In addition to the map editor enhancements, many, many event commands have gotten tweaks to make them more powerful and easier to use. Let’s dive right in on a few example changes!
A more substantial change to the Event Editor is the Preview Move Route option! More easily see how your event will move with a press of a button!
You can easily click on another spot on the preview to set the start point of the move route, for use with moving targets other than the event originating the command. This move route preview is available in both the Set Movement Route command and the Autonomous Movement custom route!
RPG Maker MZ features the largest collection of default materials in series history! With a massive collection of graphics and music to work with, you can jump right into making your game.
On top of all the types of materials you are familiar with, RPG Maker MZ also adds Busts and Full Character Arts for all 120 characters that have face graphics!
And now that MZ supports .ogg files no matter how the project is deployed, you will no longer have to bloat your project folder with both .ogg and .m4a files!
Now that RPG Maker MZ is out there, there are probably people out there that might have wished for a different style for the character sets. Don’t get me wrong, the chibis are cute and enable people to have a good workflow when creating them, but especially for games with more serious undertones, people could want something with different proportions. Today we have two artists to be featured and some additional honorable mentions!
Today we are going to have a closer look at characters – or charsets, sprites or character sets, as some people call them. There are some common misconceptions about how they work and some traps people run into, so we will use this chance to make sure they don‘t happen to you anymore!