Compatibility Resources with MV

HayabusaX

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Hello,

I am writing this because I am about to embark on creating a project, and been going down some of the lists of things I will need to buy. However, some of the resources have perplexed me and I wanted to double check to make sure the engine would run them. So I have two questions to this end that I hope somebody can help me with.

First question is if I clicked on the MV resources and had all the options displayed, does this mean all those options/resources are eligible to be used in MV and will work with the software? So, for example, I can use the Pop series resources in MV without issue?

Second question is a bit more long winded. There are some resources that came before MV that I was wondering if they were compatible with it. It sounds super silly because the options tell you what is good with what but I noticed not all resources were listed in both MV and Ace. So the question is will the resource packs like these work okay in the engine:
> Frontier Works: Horror Interior Tiles
> Modern Day Tiles
> Casino Tiles
> Classic School
> Nightmare Land
> Fantastic Modern Buildings

Any advice and help would be much appreciated. Thank you!!
 

slimmmeiske2

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1. Yes.

2. MV has a bigger tile size (48x48), while Ace (and previous makers) have 32x32. That's why those packs aren't just plug and play like the MV packs. You can get them to work, but you'll need to do either:
A. Upscale the tiles 150% so they can be used in MV. (There will be loss of quality though.)
B. Use the Change Tile Size plugin.
C. Make your maps in TileD and import them into the engine using this plugin.
 

Sharm

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Most of those tiles can be upscaled without looking too bad, but Nightmare Land will not work like that. It's pixel art, so upscaling is much, much more involved.
 

mlogan

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I would also caution to think about whether the styles of all of those packs will go well together, if you are considering using them in the same project.

For example, using the Pop! tiles in the same project as any of the others will look very, very odd due to the different styles. Even some of those that are more alike may still not go well together.
 

HayabusaX

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I appreciate the feedback and even so quickly thank you! That is all good to know. I figured they all wouldn't mix and match but I was also just seeing which would be good for what, still in the process of seeing which look I want to fit with what. At first I was going Cthulu mythos but its not for MV and I wanted a more...visual atonement to the characters. Pop captures the vibe of a survival horror rpg well while being able to also give me some space to adjust it to a more diverse horror rpg, sort of in the vain of Shadow Hearts x Resident Evil x Cthulu.
 

HayabusaX

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One other question if I may ask you guys, I still really playing around getting a feel for the engine but when it comes to file sizes and templates I am a struggler (I know what they are but not in modding terms). I been thinking of hiring artistic help to create more characters, including the portrait faces and bust scale versions. Same goes with monsters.

Can someone help me with what dimensions I need to give the artist when they make it so that it fits appropriately, can be recongized by the game, and that it doesn't offkilter the scales and dimensions of the game? So like, the dimensions to draw the full scale bust of a character, the scale of the face portraits to fit in the window, the scale of the sprite and sprite sheets to use, etc.
 

Sharm

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The help file is actually really good for that stuff, it has dimensions, explanations about what goes where and why, and is just generally helpful. But for many things there aren't any hard and fast rules because the dimensions are going to be whatever you decide that they need to be. For example, if you make a 256x256 game screen, a 300x600 bust size is going to be way too big. If you're not sure what to do with that, you might want to work with the artist on those decisions, using their experience to help guide you to the right balance for your game.
 

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