@safermike thats a great job , and i totally understand what you mean... thats a great job!, i can guess why you also need qmovement, looking at the thin shelf (0:16) i can see you need those custom colliders, had the same problem on my project too.... she already said she was thinking on made qmovement compatible with the plugin, still in the worse scenario i guess if she decide to work on non tiled movement on the plugin if she made special colliders shapes available in that part qmovement will no longer be 100% necesary
the tilt / you were talking about, i believe if i understand right you are talking about something she already add into the plugin a while ago, gonna copy paste the part on her plugin help file were she talks about it :
"The yaw function will rotate the event's mesh horizontally. Rotation applies
before pitch. Doesn't work with Sprite or Tree shapes.
0 is south, 90 is east, 180 is north, and 270 is west.
Example: yaw(45)
The pitch function will tilt the event's mesh vertically. Doesn't worth with
Sprite shapes.
Example: pitch(20)
The rot function will rotate the event's mesh horizontally. Rotation applies
after pitch. Doesn't work with Sprite or Tree shapes.
Example: rot(45)"
this 3 things will kinda all together will let you rotate a flat shape 360 degress, for ceilings or tree more complicated forms and all that stuff, you can now kinda make all kind of forms using that , specially if you use the The x() and y() functions to offset events , still all the figures you could do are kinda polygonal, to made cylinder, sphere or cone kinda things, you still have the choice to construct them a bit poly, i do that to make sphere-like ceilings on temples and all that stuff, still is one of her to do list to, if its posible, to add 3d shapes, but meanwhile just in case experiment with the things i listed there
congrats on your map work, it really looks amazing! , i still would think you should rotate some of the figures " taking on mind you are using qmovement and can make poly colliders" would look more organic and natural if you dont put all the things on square 90 degress shapes all the time, a good example would be ,if you look at octopath traveler, even if they tend to construct everything on a lot of square like shapes, they add some tilt things in some places or even on the floor structure to make it look a bit less blocky , as an example i think the fence on 0:58 would improve a lot with a "rot(45)" event with the fence shape !
also, i see you are using a charset meant to be used on isometric games, i recomend you to use more than one perspective character, cause when you move the camera up-down, the charset does not look that well, in my personal case i made an up view charset, a kinda side view one and a isometric one, that would polish a bit more the resoult ^^
thats really an awesome job you did on that map ^^! congrats