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On this page we'll introduce the material specification of "RPG MAKER VX".

Graphic materials


Formats available to import
PNG(the graphic format fully supports 32-bit color with alpha channels), JPG, BMP

Characters(Graphics/Characters)

These files contain character graphics for the map screen, a character can be in any size.
The character faces all four directions (down, left, right and up)

going through 3 patterns of movement, which makes a total of 12 patterns.
Place them according to the regulated order. In a file, place 4 forms of a character horizontally, 2 vertically, totaling 8 forms in all. The size of a character will be 1/12 the width and 1/8 the height of the file.
In the software, the character will be displayed sided 4 dots aside from the tiles, as to express more natural overlap with the buildings.

  • If you add "!" at the beginning of the file name, the 4 dots slide function will not be applied. The half transparent effect of "the bush attribute" won't be applied, either.
    This function is used mainly for the characters of the map objects, such as doors or treasure boxes.
  • You can also use one file for one character by putting "$" in front of the file name. In this case, the size of one character will be 1/3 of the width, 1/4 the height of one file.
  • Special letters can be used together.

Faces(Graphics/Faces)

This file contains Graphics of faces which are displayed at message windows or menus. Place a 96*96 pixel picture, 4 horizontally and 2 vertically, which totals 8 pictures in one file.

Battlers(Graphics/Battlers)


To a boss like this!

From small good-for-nothing guys
This is a file of Battlers' Graphics shown at battle scenes.
There is no limit to their size, but basically, they should be within the battle scene screen size, which is 544*288 pixels.

Animations(Graphics/Animations)

This file contains animation graphics that are displayed as effects mainly at battle scenes. One block consists of 5 cells placed horizontally, and one file consists of such blocks piled as much as needed, vertically. 20 blocks (100 cels) can be piled at most, but too large screens are not recommended, considering the display speed.

Tilesets(Graphics/System)

These files contain tiles which make the map. I tile measures 32*32 pixels, and have to be placed in 5 kinds of set A-E, according to the following rules.

Tileset A

This set will be used as the underlying layer while drawing a map.
The set is divided into 5 small parts. Most parts are made by tiles called "Auto tiles". These are special tiles which automatically make borders.
Auto tiles are fundamentally made by 6 tile patterns as follows.

a Typical pattern. This is used for displaying tile palettes.
b This pattern has borders at four corners.
c Assembled patterns. These are made by 8 direction borders and a center, which has no border.
Parts 1(TileA1.*)
This is a graphic of 512*384 pixels, made of blocks of 5 patterns. Neighboring tiles of this part do not make borders.
Block A These are autotiles used as sea tiles.
Block B Autotiles used as deep sea tiles. The sea tile border is made, only when the tiles of this block is placed next to parts 1 tiles.
Block C Autotiles which decorate the sea tiles of Block A.
Block D Autotiles used as water tiles.
Block E Used as waterfall tiles. You can animate them by making an assembled pattern, placing 2 tiles horizontally, 3tiles vertically.
  • Block A B and D can be animated by placing 3 basic structure pattern of the autotile horizontally.
  • For the transparent part of block B and C, Block A tile will be automatically filled up.
  • Only the tiles of this parts enables you to transit by small and large vessels. (Except C and E Blocks. Only large vessels can pass by in Block B) An airship can also pass through, but can not make a landing.
Parts 2(TileA2.*)
This is a 512*384 pixel graphics, 4 blocks piled vertically, with each blocks consisting of 3 patterns.
Block A This is an autotile used as a general geographical land. You can place 3 patterns. The left corner pattern will file up the transparent part of the middle and the right corner patterns. In the middle pattern, the bush attribute is added. Though you can make a pass through, the airship can not make a landing.
Block B This is an autotile which dosen't make a border on other tiles.
Block C This is an autotile which dosen't make a boder on other tiles and the counter attribute is added. This tile is mainly used to create tables.
Bush attribute
The lower 8 dots part of the approaching character will be shown translucent in this tile. Although, in Block A on the left (woods tile) It will not be half transparent, because of the tile which includes the border of the right and left corners below.
Counter attribute
If you have this tile in between, even though the tiles are not next to each other, it enables you to create a map event using the OK button as a trigger.
The lower corner pattern of this counter attribute tile will be shown 8 dots slided below.
Parts 3(TileA3.*)
This file contains a graphic which is made of a collection of autotiles.
It measures 512*256 pixels, with 8 autotiles placed horizontally and 4 vertically. It is mainly used for the exterior of a building.

1 block = Autotile assembled patterns
Parts 4(TileA4.*)
This file contains a graphic measuring 512*480 pixels, with basic structure autotiles and Autotile assembled patterns placed vertically. In one file, 8 blocks are placed horizontally and 3 blocks vertically. The autotiles are used mainly for walls, as well as those for "Generate Dungeon" walls.

A = Basic structure of autotiles, B = Autotile assembled patterns
Automatic formation of shadows
If you place more than 2 tiles of parts 3 and 4 vertically, While making a map, a shadow will be created automatically. This function will work only for tiles in parts 2(excluding block C) and in parts 5(excluding 1-2 lines).
Parts 5(TileA5.*)
This is agraphic measuring 256*512pixels.
8 tiles are placed horizontally, 16tiles vertically.
The tiles of the 3rd, 5th and 7th line will also be used for "Generate Dungeon" floors.

Tileset B-E(TileB.* / TileC.* / TileD.* / TileE.*)

This is a set of tiles used at the upper part of the map. The graphic measures 512*512 pixels, placed with 16 tiles both horizontally and vertically.
  • 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.

Parallaxes(Graphics/Parallaxes)

This file contains graphics shown in a distance of a map.
There is no limit in size. In case you want to make a loop, tile on all four edges(up, down, left and right) like a website background.

Balloon(Graphics/System/Balloon.*)

These are icons displayed when you use the [Show Balloon Icon] event command.
The size of 1 pattern is 32*32 pixels. Line up 8 patterns of animation x 10 kinds of balloon items within a 256*320 pixels graphic.

Message back(Graphics/System/MessageBack.*)

This is a graphic measuring 544*160 pixels, and contains background scenes which appears when you choose "Dim Background" on [Show Text] event command.

Iconset(Graphics/System/IconSet.*)

These file contain icon graphics shown next to skills and item names.
The size of an icon is 24*24, 1 file consists of 16 icons placed both horizontally and vertically, totaling 256 icons in all.

Battle start(Graphics/System/BattleStart.png)

These file contain effect graphics shown at the start of a battle. The size is 544*416 pixels, and it should be in 256 color grayscale PNG format.
The graphic will change when the numbers of the palette move from small to large.

Battle floor(Graphics/System/BattleFloor.*)

These files contain graphics shown at battle floors. The size is 544*192 pixels.

Shadow(Graphics/System/Shadow.*)

These files contain graphics displaying the shadow when you move in an airship. It can be in any size.

Title(Graphics/System/Title.*)

These are graphics measuring 544*416 pixels, and are displayed on the title screen.

Game over(Graphics/System/Gameover.*)

These files measuring 544*416 pixels are shown on the game over screen.

Window skin(Graphics/System/Window.png)

Windows background for window setup, measuring 128*128pixels. They are usually in 32bit PNG format.
A Window background 1. A 64*64 pixel pattern is drawn here, It becomes bigger or smaller, according to the size of the window. Technically, the window's edges are each two pixels smaller than that, to make natural-looking rounded corners.
B Window background 2. A 64*64 pixel pattern will be drawn as to tile upon window background 1.
C Window frame and scroll arrows, The four corners are drown at a size of 16*16 pixels, and the remaining frame tiles at a width of 16 pixels according to the windows's size. The arrows are used to indicate that scrolling is possible in the window.
D The command cursor. This is used to indicate which item is selected in the window. The two outer pixels get bigger or smaller both in the horizontal and vertical direction. The rest adjusts horizontally to the size of the cursor.
E The pause sign. This is used to show that the player's input is reguired in the message window. It is a four framed animation. Measuring 16*16 pixels.
F These are the colors which can be used with the controlled letters of the [Show Text] event command.
4 blocks of a block of eight 8*8 pixel frames layed out horizontally is lined up vertically.

Pictures(Graphics/Pictures)

These files contain graphics for event command. It can be any size.


Sound materials

Formats available to import
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.

BGM(Audio/BGM)

This is the Background music. Usually in MID files.

BGS(Audio/BGS)

This is the Background sound. Usually in OGG files.

ME(Audio/ME)

This is the Music Effect. Usually in MID files.

SE(Audio/SE)

This is the Sound Effect. Usually in OGG files.