
If you are trying to convert larger monster sprites or something like that you will have to pay attention to name conventions like !$Monster so you get the right size.Īnother approach is to just take a single sprite and copy it into its own image, then delete the image and use that square for the size you want, then it can stay the same size it was in VX though it will look funny if you mix it with MV graphics because it will be tiny in comparison. Once that is finished you should be able to import it fine into MV. Begining with RPG Maker VX, auto-tiles are more strongly integrated into the map editor than in previous programs.

In the RPG Maker VX and later programs, the auto-tiles are grouped in some images in a set of tiles with several images.

And although some methods of mapping underwater scenes, such as fogs and tints, can look nice, there are not really very many good resources readily available. In RPG Maker XP, auto-tiles are separate images from Tileset images, and tilesets can have seven self-tiles. I would use photoshop to increase it (or a similar program that lets you "nearest pixel" for the size increase option so it looks smoother otherwise it will look granier. VXUnder the Sea CompilationACE One of the areas of interest which I have observed over the years is for undersea tilesets. Then you multiply the width and length that you got from your division times 48 to see what it should be. Now you can bring the classic FSM aesthetic to your RPG Maker MV projects FSM: Woods and Cave Tiles includes a selection of forest, cavern and mine tilesets - perfect for creating a variety of dungeons for your players to expore. Basically to rescale graphics from VX to MV you have to take whatever tile or sprite sheet you are using and take the total size of the image (the entire sheet of tiles or sprites) and divide it by 32 since VX used 32X32. But a smattering of cute details brought in charm that made FSM work in any type of setting.
