Shaz

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***************************************************************
Version 2.0 is now available right here!

The original version put the upper layer tiles onto the 'bottom' MV
upper layer, so if you wanted to place another tile on top in MV, the
original tile disappeared.

Version 2.0 fixes that - once in MV, you can now draw a second tile
on top of any upper layer tiles.

Also, version 2.0 removes any events used for decoration, and places
them onto the 'top' MV upper layer. All those events that were used
because Ace only had one upper layer and you needed an event to
add an extra tile on top, have now been converted to tiles rather
than events.

***************************************************************




Update:


For those who have all the extra files, the converter script is in the RPGMakerWeb_plugins folder, in the Shaz subfolder.


If you don't have the extra files yet, you can get it from my pastebin. (this is the original version. See above for the latest version)


----------------------------------------


So I can talk a bit about the converter, but everything else about MV that hasn't yet been announced is still protected by NDA.


The converter is a script that you can put into VX Ace. It is not an MV plug-in.


With the script active, when you playtest the game, it will create an mv-data folder.


It will convert your database and all your maps and events to MV format and save new files to the mv-data folder (it does not modify your Ace project at all).


You can copy all of these files into the data folder of a new MV project and MV will be able to read them.


It will NOT convert resources. You will have to do that manually.


It will NOT convert scripts. You will have to find MV plugin equivalents, see if someone can convert the scripts for you, or use an alternative.


The converted version will include all the tags you have added to notes in the database and maps, but as scripts aren't converted, they will do nothing.


The converted version will include any script calls used in Control Variables, Conditional Branch or the Script event command. However, because those script calls will all be RGSS3 commands, you will need to find them all and change them to use JavaScript commands instead.


A VX converter is a distinct possibility, but likely will not be available prior to MV's release.


An XP converter is also on my wish list, but it's going to be quite a bit tougher due to the database, tileset & layering differences.


I think I've covered everything, but go ahead and ask if you have any more questions.
 
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NeoFantasy

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So will map data be replaced with what corresponds in mv's tile set or does it just leave the map blank?
 

Sarlecc

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Just a question (and not certain if you can answer yet) on the event stuff but: Lets say I have an event that makes a script call to a default script in vx ace, I am guessing I would have to change that script call in the mv version?

Edit: Aww never mind my reading comprehinsion is bad atm (was up till 3:00 last night)
 
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richter_h

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Question:

Could you explain what's the 'distinct possibility' of VX to MV converter and why it's unlikely to be available?
 

Hudell

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The converted version will include all the tags you have added to notes in the database and maps, but as scripts aren't converted, they will do nothing.

The converted version will include any script calls used in Control Variables, Conditional Branch or the Script event command.  However, because those script calls will all be RGSS3 commands, you will need to find them all and change them to use JavaScript commands instead.
Can the converter generate a list of all events with a script call?

The "converted map" will use the same tileset with 32x32 pixels, or will we need to do something else to keep it working (I actually plan on using 64x64 on MV)
 

nio kasgami

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I do know why you created this shaz : D! 

it's for DAU! <3
 

Shaz

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lol - I need a "multiquote all" button :D

So will map data be replaced with what corresponds in mv's tile set or does it just leave the map blank?
If you convert your tilesets to the correct size according to MV's resource specifications, and place them into the appropriate folders, your maps will look just like they do in Ace - only bigger.

Just a question (and not certain if you can answer yet) on the event stuff but: Lets say I have an event that makes a script call to a default script in vx ace, I am guessing I would have to change that script call in the mv version?

Edit: Aww never mind my reading comprehinsion is bad atm (was up till 3:00 last night)
Yes, you will need to change all events that make a Script call, as well as those that use the Script option in Control Variables or Conditional Branch.

Question:

Could you explain what's the 'distinct possibility' of VX to MV converter and why it's unlikely to be available?
It is a 'distinct possibility' because VX and VX Ace are very similar.  I would not have to make too many mods to the script to create a VX version.  It is unlikely to be available prior to MV's launch because it would have to be written and tested, and I am concentrating on MV stuff which is more important.

Can the converter generate a list of all events with a script call?

The "converted map" will use the same tileset with 32x32 pixels, or will we need to do something else to keep it working (I actually plan on using 64x64 on MV)
There is no list of events generated, but I was thinking about doing that, and I might still put it in.

Tile size is irrelevant for the converter.  The converted maps will use MV's default 48x48 size.  You will have to provide the resources that match that default.  Converter or no converter, if you want to use something other than 48x48, you will need a plugin.

I do know why you created this shaz : D! 

it's for DAU! <3
Haha!  I did consider it, but I'm actually toying with just starting mine again from scratch in MV.  I really just wanted to make a tool that would make it easier to port projects for those who wanted to.  I didn't want "I have to start over" to be a reason for people to NOT get MV.  
 

richter_h

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Well, that gave me some insight for the possibility of porting games from older RPG Maker versions, although it's only porting the maps. But it doesn't matter, though; there's possibility of no re-creating the maps of VX games in MV. 

Thanks for the explanation, Shaz. I know you put more of your efforts in MV right now, but I'll be thankful if you ever consider to make the VX version (I'll be waiting for it TBH :) )
 

nio kasgami

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AWWW so DAU is now Cross platform c: ?
 

NeoFantasy

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Thanks for the info Shaz. I was worried that if I did decide to port my project over to MV Thet I'd have to re-map everything.
 

Shaz

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You won't have to remap, and you won't have to redo the database.  All the resources will need to be converted to the correct size, and you will have to "tweak" stuff in the database and events if they do script calls.

That's about as easy as I could make it :)
 

richter_h

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You won't have to remap, and you won't have to redo the database.  All the resources will need to be converted to the correct size, and you will have to "tweak" stuff in the database and events if they do script calls.

That's about as easy as I could make it :)
The bold one. Now it really caught me up. Now I wonder how do you make it happens. :p

This is going to be a real good news for my people.

And then, since most of my projects are heavily relied on scripts rather than database...
 

Shaz

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You and me both, buddy :)
 

Leo Epitav

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This Will make Things a lot easier,

Can't wait.
 

GrandmaDeb

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Okay, so this will not make 32x32 tile maps suddenly work. It will, instead, take the pattern of those maps and re-create those maps in MV. You just need to recreate all of your tilesets in 48x48 size.


/me wonders if Lunarea wants to remake all of her Arabian Nights tiles......
 

Shaz

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Or use a plugin to set the tile size to 32x32.  That'd work for playing but it'd look ugly in the editor.
 

JosephSeraph

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this is something i was totally not expecting o_o
 

deathsia

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I didn't want "I have to start over" to be a reason for people to NOT get MV.
It depends on how much the person's scripts they use with their game work in it.

A example is scripts that drastically alter how events work or use parallax mapping with pseudo pixel point accuracy.

Or scripts like the sapphire action system which run based on maps.

This will be a fix-all for the most basic of VX Ace based projects but anyone who heavily uses map related scripts will be reluctant to switch anytime soon.

Also, please don't see my comments as negative, I'm as excited as everyone else is for this new engine but I'm pointing out the elephant in the room as it were.^^;
 

Shaz

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Absolutely, and even when people were talking about converting previously (prior to my getting MV or starting work on this), I pointed out that the closer to RTP your game was, the easier it'd be to convert, and the more scripts you'd added, the more difficult it would be (or the more work you'd have to do yourself).
 

Carde

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Or use a plugin to set the tile size to 32x32.  That'd work for playing but it'd look ugly in the editor.
Annnny word on if one of those will be included in the 37~ plugins coming with the pre-order version? :D
 

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