RPG Maker VX - Tile C by Ayene-chan on DeviantArt. That can't be done in VXAce without using scripts and the format of the battler spritesheets and/or weapon spritesheets will depend on the script - there are many different ones and I'm not gonna lie, setting it up is likely going to be messy no matter what scripts or sprites you're using. Tilesets in the style of, or compatible with, RPG Maker VX Ace and RPG Maker VX. The main problem I think you'll run into is replicating the ATB/side-view battle system. Battle Animations are like Faces - exactly twice the resolution of 2k3's, still 5 frames per row, no limit to the number of rows IIRC. Facesets are even easier, VX/Ace faces are exactly double the resolution of 2k3 faces, the only difference is that VXAce facesheets are 2 rows of 4 faces instead of 4 rows of 4 faces. Anyway I simply used the main tilesets from the RPG Maker VX Ace. Spritesheets don't actually have to be converted, VX/Ace doesn't care about the resolution of the sprite set, the engine already assumes the sheet is going to contain 2 rows of 4 sets of sprites in the same general layout as 2k3's (3x4 individual sprites per set) and then cuts up the sheet accordingly - the only difference is that 2k3 arranges the individual sprite sets in "Up-Right-Down-Left" facing, while VX/Ace uses "Down-Left-Right-Up" facing. I wanted to do a custom RPG Maker VX Ace (to be precise) ever since I brought it but I had some major problems dealing with it (since before I didn't had the transparent option with Sai) and I had some troubles using with gimp. Windowskin I don't even have to talk about, you can tell how different it is just by looking - larger resolution, different layout.Ĭonverting faces and characters are easier.
2k3 doesn't have "roof" autotiles in the same way that VX/Ace does (2k3 uses manually-set directional passability instead), so even if you have a program that can convert the tilesets you're probably going to be missing a few sheets like A3 and A4. Not only is each individual tile 32x32 pixels instead of 16x16 but the VX/Ace engine has different sizes and types of tile sheets and uses over half a dozen different sheets (A1-A5, B-D) for a single set of tiles and each sheet has a different format too. I have no idea what RPG Maker Converter or Rumurumu are, but I can tell you that the formats of tilesets and windowskins are different between 2k3 and VX.