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RPG MAKER 2000/2003 LOOK IN RPG MAKER VX ACE POSSIBLE?

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I haven't used the rpg maker series since 2000 but like the look of the new series and especially the programming capabilities. Is it possible to make VX Ace look like 2000 with the right tileset? (I have no familiarity with vx ace other than screen shots I have seen.) Has anyone tried or have some tilesets to do so or have "upgraded" the 2000/2003 sets to do so?

I am specifically interested in whether characters can be more than 1 tile high. In 2000, a character stood on a tile but their sprite overlapped the tile above the square they stood on. It looks like in vx ace that character sprites are confined to one square. Can this be gotten around?

Thanks for any advice here.
Yes and yes. Characters can be as tall as you like, as long as you conform to the typical 4x2 setting in a typical character set/sprite set (that's the 3 column/4row animations). That is, the default is 32x32, 4 columns, 2 rows, but you can change the size of the character pixel height and width as you like.

The tilesets are set at 32x32 instead of 16x16 and the way they're set up is different. Instead of having one sheet, they're instead broken up into pieces that can be mixed and matched. You can easily resize the 2k3 RTP tiles to double size and it will fit in the grid, but the setting out is different.
'A' sheets are the lower layers. B-E sheets are the upper layer (just think of them as the second half of the normal 2k3 chipsets) and all on the same layer.
A1 is the water animation tiles. These are the hardest to mess with as they're autotiles with animation and can be fiddly to get working properly when importing new graphics.
A2 are the ground/base tiles - that is, grass, ground, tiles and other autotiles like tables, fences and the like. They're also a bit fiddly to work with but conform to around the same as the 2k3 versions except a bit more fiddly.
A3 are building autotiles. That is, walls and roofs of outer houses, mazes, tree canopies and the like.
A4 are the inner version of A3 - walls and the like.
A5 are one-spot tiles like single repeating floors (tiles, wood floors and the like), bridges and the like. Basically anything without transparent pieces.
B-E are the upper layer of tiles - anything that will go over ground tiles and have transparency applied.

edchuy
You the practice of self-promotion
1624
Using RM 2k/3 sprites and tiles has been done before, although I'm not exactly sure in the way you're asking. Unfortunately, others gave the developer who did so a hard time here. End result was the game profile was eliminated into oblivion rather than simply "Cancelled". That said, I would say go ahead and try it. Just be mentally ready for potential criticism if you post the fruits of your labor here.

It's not the graphics that count but how well you use them.
edchuy
You the practice of self-promotion
1624
Ideally yes, but unfortunately people aren't as open-minded as you and me, Libby!
One thing I noticed about Ace is that the resolution is an oddball 544x416. If you double the size of everything to simulate 2k/3 resolution, the player winds up with a smaller visible area compared with 2k/3's 640x480.
Is there a way to do something about that?
You can alter the resolution with scripts. YF's Ace Core Engine can change the resolution pretty easily. You just enter in the coordinates and the screen adjusts on startup.

Only catch is that menus and interfaces will need to be edited to fit the resolution as well, or you'll have empty space off to the side.
Oh, cool. Thanks.
If I took the plunge into Ace, I wouldn't be using any default systems anyway >:3
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