Character Related Image

Character-related image materials may be of any size, but please make sure that they are consistent on the map.

 

Material TypeDescriptionAnimationTransparent Area
CharacterWalking Character

Add a 1 pixel transparent area outside the square. To animate, arrange the frames horizontally. The number of frames is up to you. Add a transparent area of 2 pixels between frames. The sample below is 98 x 146 pixels with a 1 pixel transparent area added to the outside, but the area actually displayed is 96 x 144 pixels within the green frame.

character_alhpa.png

Note that a 2 pixel transparent area is required between frames for animation.

character_walk.png

OKnecessary
Object

The standard will be the same as for walking characters.

OKnecessary
Fukidashi Icon

The fukidashi icon will be the same standard as the character.

Balloon_exclamation.png

The fukidashi icon is displayed so that the lower edge of the fukidashi icon is grounded to the upper edge of the walking character.

character_relation_0.png

OKnecessary
For SV combatActor

Actor images for SV combat can also be any size and any number of frames of animation. As with the walking character, a transparent area of 1 pixel on the outside and 2 pixels between frames is required.

actor_swing.png

OKnecessary
Weapon

Weapon animations during SV combat can be any size and any number of frames, but they must be created in such a way that the timing does not deviate from that of the actor animations. It is recommended that the number of frames and playback speed be matched to the actor animation.

weapon_swing.png

SV_character_relation_1.png

Place a weapon animation making its center coordinate meet that of an SV actor. Weapon animation images are placed under the SV actor images.

SVWeapon.png

OKnecessary
State Overlapping

The standard is the same as for weapons.

state_poison.png

The superimposition of the actor's image and state is displayed with the center of each image aligned.

SV_character_relation_2.png

OKnecessary