If you just mean that the game isn't recognizing the right boxes for the sprites, then it's probably a formatting issue. The graphics center on the event, meaning that if you have a colossal dragon on you map, you'll have to set up his movements (or the map) so that it doesn't appear to break the visuals. If you mean that the graphics should be colliding with objects to prevent them from moving further in that direction, but just overlay the wall instead, then that can't be helped because the graphic doesn't collide, the event itself does. If you mean that the $Bigmonster1 and $Bigmonster2 sheets in the RTP only have 1 face direction for each sprite, then you'll just have to find or make the other directions. And what I'm concerned about for the character sheet is how to make them move if the boxes for the animation frames are being used for just one frame.