Posted October 25, 2025 by soulmoth
While I made the typical battle animations for each character in a chibi form originally, I wondered if I could go a step further and transition to a more fully-proportioned battle sprite with more animations. This would be 10x the work, but hopefully would look much better and help the characters fit more to the scale of the enemies that they are fighting. Naturally this would have been my go to from the very beginning, however I ran into engine limitations very early on and it discouraged my belief that it was possible at all, until I read further into the engine's manual and discovered that it was indeed possible. The current character battle sprites (the chibi ones) are 48x48, which is the maximum and normal sprite size allowed for this old engine. What engine is this you wonder? If you couldn't already tell;
For this game I decided to go with RPG Maker 2009 Ultimate, which you may or may not have heard of. It is essentially RPG Maker 2003 that has been expanded, patched, and enhanced by the international community throughout the years since it's official release. However, while this has added many features or extended some limitations, it still has some constraints. At the moment, I am limited to battle sprite animations up to either 96x96 or 128x128. After testing a full hand-drawn & pixelized version of Mera in the battle scene as shown in the preview screenshot below, I decided that while 128 has more detail, it is simply too large and unfitting, but 96x96 was the sweet spot. The picture below shows Mera's 96x96 idle battle sprite.
I have a very strange and specific set of reasons for using this engine. The first and foremost that started the entire project to begin with was this:
It started with my own analysis of the existing battle poses, animations, and attack styles. I realized that I had no proper knowledge of things like realistic sword poses, styles, and stances. After doing some research, I found some great information and took notes on how I want to change this to more realistically portray characters using their weapons like they know what they're doing; like not being in a open pose with no guard, holding the weapons intelligently, etc. I realized that I would have some difficulty portraying these changes in a tiny, 48x48 chibi sprite. While I am a traditional artist, I do not have much experience with pixel art to pull off something like this. Even though hand drawing, scanning, coloring and shading each frame of animation for combat and conditions is going to be a lot of work, it feels a it more natural to me than struggling in Asesprite for hours on a single 48x48 frame.