Using MV Tiles on Ace?

Donutdude

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Hey all!


I was wondering how to go about using MV tiles on an Ace project. I just vastly prefer the style of MV characters and tiles over that of Ace, however I prefer the Ace system over that of MV. 


The Character sets are no problem as they can match Ace just fine. But the tiles are completely distorted when I drag them into the Ace project folder.


I was thinking perhaps if the default Ace tileset size were altered, made larger, it might get them to fit. But I also found that the MV tiles include text files for them. So I'm not sure what's necessary to make them work.


Thanks in advance!
 

Shaz

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MV tiles are larger than Ace tiles.  MV uses 48x48 and Ace uses 32x32.  


There is a plugin for MV to allow it to use different sized tiles, but there is no similar option for Ace, due to the necessary classes being hidden and inaccessible.


You will need to resize your tiles in an image editing program.  There are a number of threads on here already discussing what programs to use, what settings, and how to get the best appearance.


If you resize your tiles, you will likely also need to resize all the characters as well, as they're also based on a default size of 48x48 and will not fit the Ace map grid, so the collision area will be smaller, and the sprites will overlap.
 

mlogan

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You could always use the MV tiles to parralax your maps if you really wanted.
 

Donutdude

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MV tiles are larger than Ace tiles.  MV uses 48x48 and Ace uses 32x32.  


There is a plugin for MV to allow it to use different sized tiles, but there is no similar option for Ace, due to the necessary classes being hidden and inaccessible.


You will need to resize your tiles in an image editing program.  There are a number of threads on here already discussing what programs to use, what settings, and how to get the best appearance.


If you resize your tiles, you will likely also need to resize all the characters as well, as they're also based on a default size of 48x48 and will not fit the Ace map grid, so the collision area will be smaller, and the sprites will overlap.


Thank you for your response! Would you be able to direct me to one such thread which states how to go from MV to Ace please? I've found plenty of the opposite, but so far haven't found one that explains what I need.


EDIT: On second thought, I'm not sure if this would be a solution. The Ace characters are quite tiny in comparison to those of MV and as such, don't seem to be able to contain as much detail. So essentially what I'm looking for is how to use the default MV sized tiles and character sheets on Ace.


Thanks again!
 
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Andar

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EDIT: On second thought, I'm not sure if this would be a solution. The Ace characters are quite tiny in comparison to those of MV and as such, don't seem to be able to contain as much detail. So essentially what I'm looking for is how to use the default MV sized tiles and character sheets on Ace.


You are correct in that reducing the size will cause loss of details - the MV Tile were able to contain more details because they contain more pixels.


However, it is absolutely impossible to use the larger tiles in the Ace-editor, and any other claim is impossible because it would break the EULA's restriction against changing the editor. You can only use parallax mapping, and even that would throw off the grid spacing, so it's not really a solution unless you go to pixel movement scripts as well

however I prefer the Ace system over that of MV. 
???


What exactly are you talking about here?


Other than the fact that the database tabs are vertical instead of horizontal, there is no difference between Ace and MV above the scripting level (I don't count minor improvements like 6 instead of 4 options in show choice a difference, and those improvements are on MV)
 

Donutdude

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You are correct in that reducing the size will cause loss of details - the MV Tile were able to contain more details because they contain more pixels.


However, it is absolutely impossible to use the larger tiles in the Ace-editor, and any other claim is impossible because it would break the EULA's restriction against changing the editor. You can only use parallax mapping, and even that would throw off the grid spacing, so it's not really a solution unless you go to pixel movement scripts as well


???


What exactly are you talking about here?


Other than the fact that the database tabs are vertical instead of horizontal, there is no difference between Ace and MV above the scripting level (I don't count minor improvements like 6 instead of 4 options in show choice a difference, and those improvements are on MV)


Thank you for your response! For me, it was never really so much about the MV tiles themselves as it was about the size and amount of quality I could use. Oh well though, I'm sure I'll find another way to make it work without changing the editor. I just thought I'd see if anyone had any ideas to get me started!


As for Ace vs. MV, I'm sure MV is a great system and after a while might even be better than Ace once it gets all the right plug-ins. However, so far Ace has the scripts I planned on using for my project whereas MV does not.
 

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