
Learning the art style itself is a whole different thing. I haven't settled on a favorite program for making non-pixel tiles, probably Krita since it has the wrap canvas feature. I personally prefer Pyxel Edit for making pixel tiles and Aseprite for animations, and GIMP for editing. The RTP's tiles aren't pixel art, for instance, so a pixel program won't be very helpful for that, but it would be helpful for making the RTP styled sprites, which are pixel art. You'll want something that supports transparency, lets you save in png, and layers are so useful it's almost a necessity, but other than that it's preference and depends a lot on what type of art you're making. The programs you use don't matter too much. If you start out with something that exists you'll have something usable no matter what point you burn out at. Making enough resources for a game is a lot more work than anyone thinks it's going to be. I'd recommend starting out by taking an existing style and expanding on it, through editing or making things from scratch in the same style, instead of doing something completely new. Reading through the Resource Standards section of the help file is enormously helpful. I learned most things by looking at how the RTP does it and testing things out with my own art. Making my own tiles and sprites is the reason I like RPG Maker. Aside from that, just look at what each character frame is doing in your maker's default walk sprites and mimic those motions in your art.Īlso there's other people who make commercially usable RTP replacements.īut, as Soul Tech said, there's no shame in using the games RTP and just being original in other regards. Somewhere on the forum there was an image dividing up and naming which set of frames represent which actions but basically you have three frames and each movement will be read in the order of "1->2->3->2->1" before going back to neutral stance.įor character sprites it's the same thing for setting up a grid.

This helps you divide your work space into the exact frames you'll need.

Right click -> properties will show you an images dimensions and a calculator will tell you whatever the number is. For battler sprites set in MV, set your grid equal to image width/number of sprite columns X image height / number of sprite rows. As for how to make your own things, Look at the images that already exist. I enjoy making the occasional pixel art myself.
