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Hello!

Thank you for your feedback, I'm sorry for the late reply, it's been a bit of a thing. But now it's all good.
Happy to hear you've updated the files, here's a screenshot from the issue I've been having with Ace. I did use the import resource option rather than pasting them in directly. This is of course not that important, if I can run it in MZ which has really good quality of life options.

Very happy to hear from you, and looking forwards to seeing how the update works.

- Lars




(2 edits)

Hello!

I have now tried the updated graphic pack for Series 1 in RPG Maker MZ. There are multiple issues.

1: At no scale does the tileset work properly MZ lets you choose the tile size (System 2). At none of these do the tiles work properly.

2: There is still no transparency layer for the character graphics, they still have mis-colored backgrounds.

3: The direction of characters are completely wrong from the RPG maker standard. The RPG maker standard features directions in this order: Facing Down, Facing Left, Facing Right, Facing Down. If you want your graphics to be usable in this program, they must conform to this. Your characters (for example Hero1) uses Facing Up, Facing Right, Facing Down, Facing Left.

What was fixed: The software instantly found the files when importing them this time, as they are all now .png rather than .PNG. 

In conclusion: This is still not usable.

Here's an image of running a game project in MZ using your new tileset and character art.


(2 edits) (+1)

Hi,

Thank you very much for the detailed feedback and for taking the time to share the screenshots. They helped clarify the situation considerably.

After reviewing the images provided, the main point is that the graphics being used in the tests correspond to the RPG Maker 2000 version of the asset pack, which is being imported directly into RPG Maker MZ.

The packs are structured differently depending on the RPG Maker engine they were developed for. Higher purchase tiers include versions adapted for more modern engines, while the RM2K version specifically follows the formatting standards of RPG Maker 2000, since it is a much older engine.

Because of this, RM2K graphics are unfortunately not directly compatible with VX Ace, MV, or MZ without a proper conversion/adaptation process. These engines use completely different standards for tilesets, autotiles, character sheets, sprite directions, transparency handling, and tile scaling/rendering systems overall.

For example:

RPG Maker 2000 uses 16x16 tiles and an older sprite organization format.

VX Ace uses 32x32 structures and a different autotile system.

MV/MZ use 48x48 tiles with completely different sheet organization and rendering expectations.

Although MZ allows projects to work at scales similar to older engines, the image files themselves still need to follow the correct structure and formatting standards for the engine being used.

This is why the tiles appear fragmented, misaligned, or incorrectly scaled in MZ regardless of the scaling settings selected.

Regarding character directions specifically, the sprite arrangement used in the RM2K version follows RPG Maker 2000 conventions and therefore does not automatically match the layout expected by newer RPG Maker engines.

The transparency issue is also related to the older image formatting standards used by RM2K-era resources.

That said, we truly appreciate you pointing out the .PNG/.png filename issue. That detail has already been corrected in the updated files.

Thank you again for your patience, feedback, and for taking the time to test everything thoroughly. The screenshots were genuinely helpful in identifying the source of the compatibility confusion.

Below are examples of how resources are used correctly in RPG Maker VX Ace (32x) and RPG Maker MZ (48x, the same as MV as well, although as mentioned before it is possible to use smaller scales in it).

I see! I only got into RPG maker with Ace, and was not aware that RM2K was in reference to the older version! People use so many strange names for their graphics pack. That is of course entirely my mistake!

This also explains the discrepancy in pricing between this pack and the steam version I saw. Sadly I do not at present think the content is quite up to the Steam asking price, given for example the absence of battler sprites (as far as I know) and the limited selection. However, the artwork is quite lovely, and I will be keeping at eye out for how it develops and grows. Once the combination between my financial situation and the size of content reaches a happy medium I will certainly give these assets a new try.

Thank you so much for your patience in this matter, and your thorough explanation. I hope you find great success with your work going forwards. Looking forwards to bigger and better things for all of us.

- Lars