Top-down games have four schemes for allocating sprite cels to movement directions:
In a 4-way cardinal scheme, sprite animations face north, east, south, and west. Sprite flipping can generate west and possibly some cels of south and north, though it may create artifacts too. Pac-Man, The Legend of Zelda, and Pokemon use this because their movement code emulates a 4-way joystick. A Link to the Past and Link's Awakening use "rounding": they allow diagonal motion, but the animation uses the last pressed cardinal direction. I don't know whether RPG Maker uses 4-way movement or rounding, but all the sprite sheets I've seen for RPG Maker have only front, side, and back views.
In a 4-way diagonal scheme, sprite animations face northeast, southeast, southwest, and northwest. Again, the west cels may be flipped. This is seen in "isometric" games like Q*bert and Solstice.
An 8-way scheme has cels from both cardinal and diagonal schemes. Overhead levels in Super C are like this, as are Ikari Warriors and Mission: Impossible. So is Super Mario RPG. Schemes with more angles are possible in games whose characters move in circles like race cars, such as Galaga and R.C. Pro-Am.
One disadvantage of a scheme with a lot of directions is that it takes a lot of memory and thus a lot of time to load the tile images into memory. ROM is cheaper than it used to be, but RAM is still limited. With fewer directions, you can load the cels and forget them, but with more directions, you may have to keep swapping them in more often during gameplay. Another disadvantage is that it can prove harder for a pixel artist to keep all directions in proportion and in sync, and it takes more memory. I'm learning Blender so that I can make proper 8-way references to trace over with pixels.
In a 4-way cardinal scheme, sprite animations face north, east, south, and west. Sprite flipping can generate west and possibly some cels of south and north, though it may create artifacts too. Pac-Man, The Legend of Zelda, and Pokemon use this because their movement code emulates a 4-way joystick. A Link to the Past and Link's Awakening use "rounding": they allow diagonal motion, but the animation uses the last pressed cardinal direction. I don't know whether RPG Maker uses 4-way movement or rounding, but all the sprite sheets I've seen for RPG Maker have only front, side, and back views.
In a 4-way diagonal scheme, sprite animations face northeast, southeast, southwest, and northwest. Again, the west cels may be flipped. This is seen in "isometric" games like Q*bert and Solstice.
An 8-way scheme has cels from both cardinal and diagonal schemes. Overhead levels in Super C are like this, as are Ikari Warriors and Mission: Impossible. So is Super Mario RPG. Schemes with more angles are possible in games whose characters move in circles like race cars, such as Galaga and R.C. Pro-Am.
One disadvantage of a scheme with a lot of directions is that it takes a lot of memory and thus a lot of time to load the tile images into memory. ROM is cheaper than it used to be, but RAM is still limited. With fewer directions, you can load the cels and forget them, but with more directions, you may have to keep swapping them in more often during gameplay. Another disadvantage is that it can prove harder for a pixel artist to keep all directions in proportion and in sync, and it takes more memory. I'm learning Blender so that I can make proper 8-way references to trace over with pixels.