It seems that people are concerned about the move over RPG Maker VX Ace. Here’s some things to keep in mind. RPG Maker VX Ace appears to be built using RPG Maker VX’s Graphical and Audio resources in mind. For that matter, resources are an unlikely problem at all. Let’s not forget that RPG Maker VX Ace also comes with its own custom character face and sprite creator to help ease the need for resource hunting. And just like RPG Maker 2000 and RPG Maker 2003, a lot of the resources are interchangeable with each other as they use the same formats (barring the obvious things that RPG Maker 2000 can’t use from RPG Maker 2003). Hunting for VX Ace resources may be simply done by just looking through RPG Maker VX websites dedicated to them. It’s not as big of a problem as people may think.
Now, about script availability. It’s said through many sources that RPG Maker VX Ace is likely to use Ruby 1.9. If this is true, then quite a number of scripts that exist for VX will not be immediately usable in VX Ace. This is due to some syntax changes and whatnot. Furthermore, from the looks of various VX Ace screenshots about RGSS3, there’s multiple new classes, which may warrant the need to completely rewrite some of the former scripts. My view on this is: that’s absolutely fine by me. When converting or transferring a script over, it would be better to not keep the intentions of what it was able to do in VX in mind, but rather, to have the mindset of developing new functionality for VX Ace. It’ll be slow at first, but without a doubt, VX Ace will be plentiful with scripts, too.
So to the worried onlookers, the move from VX to VX Ace isn’t as big of a deal as one may think. While VX and VX Ace are indeed different engines, they’re not completely incompatible with one another. Resources will be easily shared. Scripts will be remade in due time. The goal of resource makers and scripters is to provide aspiring developers a chance to feel at home when using their tools.