Ritournelle & Sottine — Advanced Pixel Art Graphics Upscaler & Animator for RPG Maker MV/MZ

Official plugin video

License

use in your RPG Maker MV projects, including commercial games you sell. Credit to the original author, Erophenice, is mandatory in your game’s credits. Reselling the plugin itself (the .js file, as a standalone product) is strictly prohibited. Modifying the plugin’s code and redistributing it as your own work (rebranding, removing credit) is strictly prohibited.

Plugins inactive:

Plugins enabled:

Ritournelle & Sottine automatically enhances your pixel art assets during playtest — no external software, no manual editing.

Self-contained plugin, no dependencies. Launch your game, the plugin does the rest.

WHAT IT PROCESSES

Real upscaling: characters, enemies, SV battlers, pictures → actual detail gain, on-screen size automatically compensated (nothing changes visually in dimension).

Same-size smoothing: tilesets, parallax, battlebacks (optional) → softens jagged edges, dimensions and camera strictly unchanged.

By default: tilesets and characters enabled, everything else off (enable whatever you need in the parameters).

RENDERING SETTINGS

scaleFactor (2 or 4): smoothing intensity for maps, upscale strength for sprites.

colorTolerance: sets whether the algorithm treats close/dithered colors as identical or not — tune it to your own art style (no universal value).

sharpenAmount: sharpness added after smoothing. Above 0.75, slight risk of halo on very high-contrast areas.

enableAutoShading + shadingIntensity: amplifies existing contrast. Never invents light, never touches hue.

colorPopAmount: makes colors more vivid, without ever changing their hue.

enableAutoShadow + shadowOpacity: contact shadow under enemies/pictures, generated from their silhouette (this category only).

excludeMapObjects: img/characters files prefixed with “!” (doors, chests…) stay at their original size.

renderDensity (1, 2, or 4): forces the engine to render internally at a higher resolution while keeping the exact same screen size, ensuring the extra upscaled details are actually visible.

TILE ANIMATOR

Animate any tile from the B/C/D/E tabs (torches, flags, decor…), not just the engine’s native A1 water.

On first playtest, a tile_animations.txt file is automatically created in the cache folder, with a template explaining how to find your tile’s tab/position in the editor.

One line = one animated tile: tab, position, frame count, speed (fps), direction (normal or ping-pong), and optionally which maps it applies to. Config errors are automatically detected and explained (console + on-screen). Editing the file requires a playtest restart to take effect.

PROTECTION GLOSSARY

Some images (logos, finished artwork, high-resolution illustrations) should never be touched by the plugin. The glossaire.txt file, automatically created in the cache folder on first playtest, lets you permanently exclude them.

One line = one protected file name (with or without extension).

End a line with an asterisk (*) to protect a whole prefix at once (every file starting with that name).

Empty lines and lines starting with # are ignored.

Works regardless of category (characters, enemies, pictures…).

Empty by default — nothing is protected until you add something.

CACHE

Each image is processed only once, instant reload afterward. Nothing gets reprocessed unless something changes.

INSTALLATION

Add the plugin to js/plugins/, enable it.

Set the parameters to your needs.

Playtest — automatic generation on first launch.

COMPATIBILITY

MV .

1 Like

Thank you! I can’t wait to see what this is capable of. As an artist, I will not deny, I need all the help I can get!

1 Like

Thank you, too. Support is always available in the event of a conflict or bug; I respond within 48 hours. I would simply need a few details should you encounter any issues.

1 Like