June: "MF Pixel Effect Material Pack" Progress Report


June has arrived. The weather continues to be unstable with hot and cold days alternating. Please everyone take care of your health.

Speaking of which, I myself fell ill several times last month 💦 Perhaps due to age, lately when I catch a cold I don't get much of a fever. As a result, it takes a long time to recover each time, which is quite troublesome.

Now then, last month I was fortunate to successfully release "MF Walking NPCs & Face Graphics," and I'm currently diving into production of the next material collection, "MF Pixel Effect Pack." Though I haven't made much progress yet, last month I mainly focused on considering efficient work procedures and thinking about color schemes for common effects like fire and ice. This time, I'm creating not just image materials but also animation data that works across various game engines, so I've been racking my brains to establish efficient work procedures.

What's been incredibly helpful in this regard is the free software called "[TukunEditor]" developed by IVatu!


This software is truly amazing! Not only is it easier to use as an animation editor than RPG Maker's built-in one, but it can also transfer data to various RPG Maker versions. This is incredibly helpful because normally you'd need to create animation data separately for RPG Maker MV/MZ and RPG Maker VX Ace, which aren't compatible with each other. Regarding Wolf RPG Editor, since it's designed to match the basic system's animation functionality, it has more limited features compared to RPG Maker's animation data. Particularly, Wolf RPG Editor's basic system can only register one image file for animations, so when creating animations that use multiple image files, you need to combine them into a single sprite sheet. TukunEditor is invaluable in this case too (it has a function to export the entire animation flow as a single sprite sheet). While it's possible to create something equivalent to RPG Maker's animation functionality using the common files and database provided by Tukun Editor for Wolf RPG Editor, the implementation is somewhat complex, so I decided to limit myself to providing materials for the basic system, with the understanding that users can devise their own solutions for more complex animations. For this reason, I decided to include unconjoined pixel-perfect material data alongside the Wolf RPG Editor sprite sheets.

Well, in any case, I plan to continue working steadily this month as well!

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