
1st row is down movement, 2nd row is left, 3rd row is right, and 4th row is facing up. The way you can use those is up to you, but if you look at the default sprites this shows an example of how the program reads them. Rpgmaker’s sprites are supposed to have 12 equal cells split into 4 rows and 3 columns. *Just a note, the test animation is an animation from the Nocturne animation pack on Steam.Undertale was not made in rpgmaker so the way those sprites have been formatted are not compatible with the way rpgmaker reads sprites. You can divide your single frame size by the total length and width of your sprite sheet to get your X and Y Counts easier. If it's not working, double check your X-Count and Y-Count are correct.

Go down to X-Count (6th line of text in the same block of options) and change it to how many frames are in the X row of your image (a default RPG MAker MV spritesheet will have 5 frames for the X count).Change the Size (4th text box down) for both X (first option) and Y (2nd option) to the size of a frame in the spritesheet (a default RPG Maker MV frame of animation is 192 x 192).For UV (5th block of options, first option in that block) change it to Animation (3rd option in the list).Click Load (2nd option from the top) next to Texture (2nd line of text).Go to Basic Render Settings (yellow cube icon).In the Options (cog wheel) set the View Mode to 2D.Open Effekseer and go to File > New Project.

I did some digging into Effekseer and getting spritesheets to work is actually really easy. One thing that has really bothered me with RPG Maker MZ was the removal of spritesheets.
