The hell is with the import function?

Skurge

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Really though what the hell? This is supposed to be something to surpass VX Ace but the import function is crap, we have to go through files upon files to drop our own resources in, and I'm pretty sure audio does not accept MP3 format but rather MP4.

Any input here?
 

Dachimotsu

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I find importing resources to not be all that difficult. Some of the system resources are really finicky, but Yanfly has assured me that she'll work on that.

As for audio, the new required formats are meant to ensure that they can be encrypted properly when finalizing the game. MV isn't as casual-friendly as prior ones, no, but the changes are here for a reason.
 

lPaladinl

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You don't want to import, you want to manually drop files into the folders, Yes.

No more MP3 support, you have support for MP4s and OGG instead, Yes.

Seems that the games can still make use of other sound file formats though, it's just the editor that can't make use of them. Might be possible to work around that using Plugins.
 

Warpmind

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Actually, the music formats supported seem to be .ogg and .m4a rather than mp4.

And frankly, the loss of the resource manager doesn't bother me much; I figure the old one wasn't really that much better than using manual copying through Windows Explorer... :p
 

lPaladinl

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Actually, the music formats supported seem to be .ogg and .m4a rather than mp4.

And frankly, the loss of the resource manager doesn't bother me much; I figure the old one wasn't really that much better than using manual copying through Windows Explorer... :p
Is it m4a and not MP4? My bad then.

I thought MP4 was a video format anyways.
 

KisaiTenshi

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Is it m4a and not MP4? My bad then.

I thought MP4 was a video format anyways.
M4A is MP4, it has to be an AAC audio in a MP4 container as M4A

Confusing enough?

Not yet.

Chromium (and hence node-webkit and Cordova) supports Vorbis, Opus, PCM 8-bit/PCM 16-bit/PCM 32-bit in the OGG and WebM container

Safari (Webkit on OSX/iOS) supports low-complexity AAC audio, MP3 audio, AIF audio, WAVE audio.

So the only common thing here is PCM audio (uncompressed) regardless of the container. If you put mp3 audio inside a mp4 container it will work on iOS but not the node-Webkit/Cordova builds of Chromium.

It's a mess. Blame patents.
 

Skurge

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Its frustrating for me that I have to convert everything..
 

Shaz

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convert and import are not the same thing.  Even if you had a resource manager, you'd still have to convert any resources from Ace that you want to use in MV.

But yes, a slow, tedious process. :(
 

Skurge

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I am making a completely new project with MV, it's just the outside resources are not compatible.
 
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Really though what the hell? This is supposed to be something to surpass VX Ace but the import function is crap, we have to go through files upon files to drop our own resources in, and I'm pretty sure audio does not accept MP3 format but rather MP4.

Any input here?
Folder short-cuts are the way to go.
 

Skurge

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Mmm...it's so tedious.

Side note why the hell does this process decided to include imported files at random? I've been doing the same crap like I did with the tiles, but I can't get this one tiny enemy sprite inside.
 

Zoltor

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Look I point out the faults of MV pretty often, and there's quite a few. However I disagree with your main point, in most cases I have to say, not having a resource manager, is actually a positive, not negative. Having to import Enemies, and Faces, one by one can easily take hours to do, where if you can just drop them in a folder, it will be instant, trust me, It's better this way.
 
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Skurge

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I found that the resource manager was a cleaner more faster way of importing, I select a folder from where to import from and select several with envelop etc and done. But the whole deal with having to go through folders upon folders is just so awkward. It would be nice to have the resource manager as an option like VX Ace did. If users felt going through folders was easier, they at least could choose to by going through the file directories.
 

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