Board Thread:The Last Sovereign Discussion/@comment-45281093-20200323035243/@comment-74.96.146.157-20200323152144

So I have toyed with the idea of porting TLS to a superior game engine before and have a strong interest in the process you used to do a few things.

First off, yes, I think this should be released into the wild with minimally upscaled assets (or I think there is a plugin for mv that allows non upscaled 32x32 tilesets). I am sure that many people would be very very happy to have an option avaliable for play on mobile or liunux without the imperfect fullscreen issue.

Secondly: I am interested mostly in your implementation and the porting process. Did you use the vx ace to mv script to convert the database and maps to mv? How does MV handle your shims and what were the details regarding that process?

Additionally, if there is busywork regarding the porting of new versions, I am sure that others here would be willing to assist. I don't have a ton of time but I certainly would (even though I detest js).

Regardless, this is pretty nice work, thanks for bothering in the first place. Last time I thought about this I hit the wall of asset licensing requiring the recreation of nearly all tilesets in the game should I desire something better than rpgmaker.