SRPG Studio

SRPG Studio

33 ratings
Resource Format Guide
By SapphireSoft
This guide explains the format of resources such as "Graphics", "UI".
   
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Introduction
When you play test game, project folder will be created. There are many subfolders in it.


This guide explains what kind of resources can be put in these folders.
Graphics
It is the main image of the game. If you want to change the color, you can specify a to z after the file name. For example, lord-a, lord-b, etc. The type from MapChip to Thumbnail can be up to 255 horizontally and vertically.

Supported files: PNG, JPG, BMP

Name
Size
Description
mapchip
32×32
It is an image displayed tiled on the map. To animate the map chip, attach "!" To the beginning of the file name. In addition, set the number of animation tiles. For example, the file name "!3sea" is in the correct format. Loops are 1 → 2 → 3 → 2 → 1 by default, but if you add a #, 1 → 2 → 3 → 1 → 2. "#" Can be used like "!3#Animation Ornament".
charchip
192×320
This is the image of the unit displayed on the map. Each part is separated by 64 × 64. The first row is the front, the second row is the top, the third row is the right, the fourth row is the bottom, and the fifth row is the left. If you use scripts, you can add line 6. The loop of animation is 1 → 2 → 3 → 2 → 1 by default. If the beginning of the file name is "!", It is a loop of 1 → 2 → 1. In this case, the third column is not used. If the first character is "#", only the first column is used.
face
96×96
It is an image displayed as a unit's face in a menu etc. If "!" Is set at the beginning of the file name, it is recognized as "Large Face Image". "Large Face Image" setting is possible from "Message Layout" / "Game Layout".
icon
24×24
Icon images of weapons, items, states, skills, etc.
motion
192×192
It is a motion image displayed in real battle. Motion can be classified as "Fighters", "Archers", "Mages". "Fighters" is the first line "Wait", The second line is "Move", the third line is "Direct Attack", the fourth line is "Indirect Attack", the fifth line is "Avoid", and the sixth line is "Direct Attack 2". For "Archers", the first line is "Wait", the second line is "Bow Attack", and the third line is "Avoid". In "Mages", the first line is "Wait", the second line is "Magic Attack", and the third line is "Avoid". If "#" is set at the beginning of the file name, it is "Archers". If "$" is set, it is "Mages". Otherwise it is "Fighters".
effect
192×192
It is an effect image displayed in an event or battle. Effects are displayed in order from the leftmost tile of the first line. And when it displays to the last column, it wraps around and displays the first tile of the second line.
weapon
192×40
It is a weapon image displayed in real battle.
bow
300×192
It is an image of a bow displayed in real battle. Each part of the bow is separated by 100 × 192. Arrangement is bow, stretched bow, and arrow.
thumbnail
120×90
It is a thumbnail image that identifies recollection events.
battleback
840×480
The background image displayed in real battle. The size described is the lowest size.
eventback
640×480
It is a background image displayed in the event. The size described is the lowest size.
screemback
640×480
It is a background image of the screen like a unit menu. The size described is the lowest size.
worldmap
640×480
It is a background image of the map. The size described is the lowest size.
eventstill
640×480
This background image is mainly used in the "still message" of the event command. The size described is the lowest size.
charillust
any
It is an image of a character illustration. The size is any.
picture
any
The image that you drew as you like is picture type.
Audio
Music and sound effects played in the game. You can play back with "Play Music" and "Play SE" of the event command.

Supported files: OGG, MP3, WAVE

Name
Description
music
BGM (background music) played on maps and events. Multiple BGM can not be played at the same time. It loops when playback ends.
sound
Sound effects played on maps and events. You can play sound effects at the same time. Even if playback ends, it does not loop.
UI
It is an image displayed as a game user interface.

Supported files: PNG, MP3, BMP

Name
Size
Description
menuwindow
128×64
It is an image of the menu window. Each part is separated by 64 × 64. The left is the inside of the window, the right is the window frame.
textwindow
640×110
It is an image of the message window. Characters are drawn on this window. The size described is the lowest size.
title
90×60
This is an image to use as a headline. Each part is separated by 30 × 60. If the character is long, the center will be displayed more times.
number
100×120
It is an image of the number displayed on the menu. Each part is separated by 10 × 24. The order of colors is white, blue, green, red, black from the top.
bignumber
160×120
It is an image of a large number displayed on the menu. Each part is separated by 16 × 24. The order of colors is white, blue, green, red, black from the top.
gauge
30×56
It is a gauge image showing the quantity of HP etc. Each part is separated by 10 × 16. The order of colors is black, blue, green, red from the top.
line
24×32
Underline image of text. Each part is separated by 8 × 8. The order of colors is white, blue, red, green from the top.
risecursor
48×48
It is a cursor image showing the rise or fall of the value. Each part is separated by 24 × 24.
mapcursor
64×32
A cursor image displayed on the map. Each part is separated by 32 × 32.
pagecursor
64×32
A cursor image displayed in the message window. Each part is separated by 32 × 32.
selectcursor
64×64
A cursor image displayed when selecting an item. Each part is separated by 32 × 32.
scrollCursor
64×128
A cursor image showing that a map or window can be scrolled. Each part is separated by 32 × 32.
panel
64×32
It is an image that makes the map chip light. Each part is separated by 32 × 32.
faceframe
256×128
A frame image enclosing a face image. The left is the frame, the right is the inside. Each part is separated by 128 × 128.
screenframe
640×100
It is an image displayed on the top or bottom of the screen. The size described is the lowest size.
Fonts
Fonts are used to draw text in the game. If you add a font, access "Database" / "Fonts". If you select "Use Private Font" in this dialog, you can set the added font.

Supported files: TTF, OTF
Video
You can add movies like mp4 as resources. If you want to play a movie, use the event command "Play Video".

Supported files: MP4, WMV, AVI
Material
Resources can be used by registering in the project. However, the resources in the Material folder can be used directly from the plugin.


Please see the image above. I created a folder called "myfolder" in the Material folder and added images, music and text. These resources can be used with the following code in the plugin.

// Define the name of a subfolder. var category = 'myfolder'; // Get text from a file. text = root.getMaterialManager().getText(category, 'map.txt'); // Create an image from a file. img = root.getMaterialManager().createImage(category, 'icon.png'); // Play a sound effect from a file root.getMaterialManager().soundPlay(category, 'menuopen.ogg', 1);

If you do not use Plugin, you can ignore the Material folder.
1 Comments
Squishy Cow 2 Sep, 2024 @ 10:36pm 
Please hire a professional human translator. :momoyawn: :espresso:
The low quality of the English translations is embarrassingly unprofessional, and makes the system and guides unnecessarily confusing. :steamfacepalm: :steamsad: