![]() ![]() I changed this by tinting the existing window frame in the project's img/system/Window.png file. I want my window borders to be green instead of the default blue color. These are normally used for the image in the text box during conversations. The portrait sheets can be used to hold multiple characters or just one character with many facial expressions. Portrait sheets are in the project's img\faces folder. Individual portraits go into the project's img\pictures folder. I really like the way they came out and the way they give my game a unique look and style. I created some 3D character portraits and used them in my game. My New Item Menu IconsĬhanging the default RPG Maker portraits can also go far to make my game look unique. For now, I am happy to customize the item menu with appropriate icons for my sci-fi theme. The main menu could use some icons - I'll add them in the next iteration. I'll leave the remaining icon spaces on that line for more menu icons I might need in the future. I used the first 9 icons on the second line of the sheet for that. Icon images are pulled from the IconSet.png file in the img\system folder. The icons can be changed in the Items and Equipment Core plugin under "Item Categories". The icon sheet can be extended as tall as you need so you can add as many icons as you want. What I tend to do is add more icons in blocks of common themes that way I can find individual icons more easily. Yes, I can reassign the icon number but to have to go back and change that in multiple places is a big hassle. I tend to plan out my icons, see how many I need, and allocate space on the icon sheet for them.Īfter I start using the icons in production, they are pretty much locked in. ![]() If you are kind of going on a seat-of-your-pants journey, you could end up with a big jumble of icons. The default palette is in the project's img\system\Window.png file.Īll your game icons are stored in your icon sheet located in the project folder under img\system\IconSet.png. I wanted to use a different palette than the default palette so I could have a different set of in-game text accent colors. ![]() Simply make a graphic and save it in the project's img/titles1 folder, then load it using its filename in the Title Screen area of the System 1 database. My recommendation is to settle on a font early on, as it will affect your layouts going forward. I had to reduce the font size to 20 to make it look ok. It is easy enough you just copy the font into the project's Font folder and pass the name of the file to the Fonts section of the System 2 database.Īfter changing the font, all my plugin layouts got messed up. One big way to make your RPG Maker game look unique is to change the default font. This is done in the System 2 database under Screen Size and UI Size. This will facilitate scaling in both directions. I will change the resolution to 1104圆24 since it is very close to the 16:9 aspect ratio and is divisible evenly by the tile size of 48 pixels in both directions. I want to keep this project as close to the 16:9 aspect ratio as possible. Tile sheets are probably too much at the moment a topic all its own.įor now, I'll concentrate on UI assets, item icons, menu items, the Title Screen, and character portraits. I'll customize all the things that are practical at this point. This makes it a simple matter to apply your own art style. The beauty of RPG Maker is that it is very easy to reskin everything with your own custom graphics. With a little work, I can replace the default graphics with a set of my own, making my game look less and less like an RPG Maker game. RPG Maker games look too much alike, even if you aren't using the RTP assets, you still have that 8-bit, big-headed chibi and anime style common to JRPGs. In this dev log I'll talk about how I added my own RPG Maker art assets to my game. You can also use the profiler to check what is consuming the CPU.One way to make your game look unique is to replace the RPG Maker art with custom art of your own. I think in your case it could be the quality settings what is making a difference in the FPS.Īnyway let me know if you still have issues and I will try to find what is causing the performance drop. Having the Show Map Editor On Play enabled (In the tilemap settings) Activating the Gizmos in the Game View or having the Scene View visible during gameplay. Other things that could be affecting the performance are: So I wouldn't trust too much the Unity statistics. It happened with Ultra quality, but with Fast quality it was the opposite. If you select a ZombiePlant enemy the FPS were higher than selecting anything else. Try selecting different quality settings:Īlso I found something funny with the FPS. But the FPS could change depending on the level of quality of the project. I didn't found anything looking into the profiler. Click to expand.I've been testing with Unity 2017.3.0b6.
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