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Probably the best way to deal with this to change the file names so they match those in VX Ace, and not do what I did which was pain stakingly go through my entire MV game changing loads of items till it worked all the way through. As such once the file is converted many of the animations and icons will be messed up, and the game will most likely crash when played due to it trying to call on animation or sound effect file names which do not exist in MV (most annoyingly the sound effect for Chest is no longer called Chest but is now Chest1 or Chest2). ![]() The file names of the standard animations and sound effects, plus the layout of the icons and number of animations are different between VX Ace and MV. hi, im working on making a game that uses custom tile assets, but im struggling to figure out how to import tilesets.He also has some that make good constructors for making a fancy castle/mansion as well. Im pretty sure hes got a few that look fancy like mansions. This is fine if your VX Ace game had the standard VX Ace tilesets, though I have noticed some items in the standard tilesets between VX Ace and MV seem to be laid out differently (mainly the fire and water features in the character tilesets). Starbirds resources Im not sure are available on this forum, but it is certainly available on which is where hes posted the majority of his tilesets both free and paid. Your new MV game will have the default MV tilesets. The converter will not transfer your tilesets. ![]() Make sure to keep the file names and layout the same as before else you'll get people changing appearance. You will need to resize these yourself or make replacements. The converter will not resize your characters or facesets.It does work and I'm very pleased, though it does get very laggy on all android devices I have tested it on so far (mainly during animations in battle).Ī few words of warning however when converting your game from VX Ace to MV: I've never made an android app before and it took about 2hrs to install all the software, set up the paths and execute the commands. I just wanted to know, is there any way of using the images (tilesets, characters, faces) from VX Ace on RPG Maker 2003 Id really like to know. I converted it to MV using SHAZ's converter plugin then followed the guidance in the RPG Maker MV Help from scratch on how to convert to an android app. 1 Does anyone know of a way to rotate the default tiles in vx/ace. But, you can't change the colour or make it more attractive which is the. Joined Messages 3 Reaction score 0 First Language english Primarily Uses. If you want to use custom tileset, you may use this method because it's more simple. WAV files).Īudio file used to play sound effects and/or music.I actually just finished doing this yesterday with my first VX Ace game. Thread starter Zdadd圓6009 Start date Status Not open for further replies. Only supported on Windows due to licensing issues.Īudio file used to play sound effects and/or music. Resource Packages are created for specific types of resources, such as Sprites that have attached clothing or Items that have attached Sounds/ Sprites.Īudio file used to play sound effects and/or music. Imported as Tile-Set.Ĭomprised of multiple resources. Divided into 32×32 px sections for each lower object. Divided into 32×32 px sections for each ground tile. Divided into 64×160 px sections for each wall/cliff terraformation and automatically set up. It only allows me to import one A5 set at. Baiscally I downloaded a tileset that contains two A5 grahpics. Wall/Cliff Terraformations (Size: 512×480 px). I will try to make this not sound as confusing as it is. ![]() Divided into 64×64 px sections for each roof file. Divided into 128×96 px sections for each terraformation and automatically set up. Ground Terraformations (Size: 512×384 px). Divided into 96×128 px sections (for each individual character) and then split into 4 rows (for each animation direction). Character Sprite Sheet (Size: 384×256 px).
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