Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://finalbossblues.itch.io/time-elements-character-core-set
I wrote Final Boss Blues' Character Generator for his Time Elements stuff. His resources are quite good!
...a reminder - some RPGM assets may allow you to take them to non-Maker engines, but pretty much all of it - unless otherwise stated - is tied to their product so you definitely need to read the licenses for the Maker-series products and any DLC offerings you've picked up to see if they're restricted or open-engine before you make characters over there and start using them in RPG Architect. If you're making characters using assets that are 'open to any engine' usage, then you should be good to go...
If a character generator is compatible with MV/MZ, it'll be compatible with RPGA... and with RPGA, you have native 8-directional sprite support. You can see how the sprite sheet directions break down here: https://wiki.rpg-architect.com/pmwiki.php/Reference/SpriteFormat