TileD Plugin (Version 1.3.0+ Released)

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Started by Archeia 471 posts Page 10 of 24 View original ↗
  1. Hey guys, just a quick announcement. @Dr.Yami and I have been looking into WebGL to recreate this plugin. As it stands, getPixels and setPixels are expensive. We're looking into Shaders/Meshes and hopefully we have something with the release of 1.3.0 (whenever it is).
  2. good to know! 
  3. Just mentioning that with MV 1.2 the lag is a bit better but still game breaking. Transferring to a new map still freezes the game 30 seconds instead of 1+ minute and it doesn't freeze the entire pc anymore, just the game. But 30 seconds is still way too long. Anyway, looking forward to the recreation of the plugin with WebGL!
  4. noctiluca said:
    Feel dumb for not realizing this until now, but you can create makeshift/fake isometric maps by using a tile size with a 2:1 ratio and adding diagonal movement (it's not perfect, but it's probably a much simpler solution than trying to use true iso tiles). Just in case anyone else was hoping to recreate that look. This saves me from having to tackle pixel movement.

    I am trying to recreate an isometric look for my project, using really large graphics.  Basically what you are suggesting is that I use the orthographical map layout, place my tiles in a 2;1 map layout, and use diagonal movement instead of pixel movement?  What if there were a plugin that allowed me to restrict directional movements to a 30 degree angle?  Also, someone is actually working on an isometric plugin last I checked, but he's not finished with it, and says he has plans to add height detection, slopes, and 3D physics.  No camera rotation though.
  5. ^ If you have the tile size set to 48x24 (or any other 2:1 size), the characters automatically move at 30 degree angles. The only problem is remapping the directional keys and if you want to have 8-directional movement, making sure that when moving left/right your character moves 1/2 tile, unless you're okay with them speeding across the map horizontally (and being kind of slow when moving vertically).


    I also think it needs more tiles per sheet to fake the isometric look than it does to use real iso tiles.


    Technically it should be easier than ever w/MV to implement a proper isometric system (whether it's through TileD maps or even one with 3D/rotating camera) but it could be a long time before one is released as a plugin... but, as long as you aren't doing anything really visually crazy with your maps and don't feel like waiting, 2:1 tiles is a quick solution.
  6. @DGDgamer Hey :) I think you might want to know that your screen resolution is really small for the video tutorial you posted on this.  Please don't think this is me being "that guy", but my vision is really bad and I couldn't read anything in the video.  If you create more video tutorials for RMMV or TileD, could you please consider using screen magnifying software where necessary? :)  


    Also, I could not get TileD plugin to work.  None of the map attempts I tried to create loaded....
  7. Cerileyn said:
    @DGDgamer Hey :) I think you might want to know that your screen resolution is really small for the video tutorial you posted on this.  Please don't think this is me being "that guy", but my vision is really bad and I couldn't read anything in the video.  If you create more video tutorials for RMMV or TileD, could you please consider using screen magnifying software where necessary? :)  


    Also, I could not get TileD plugin to work.  None of the map attempts I tried to create loaded....

    Thank You for the suggestion. I will look into that for the future videos. The demo was done before this last update. I will need to check for issues before I can comment on that.
  8. I have a problem with the management of the upper layers.


    same screen, different tool.
    Left Rm2k3, right RMMV (with this plugin, of course)

    Spoiler
    1z5oi1j.jpg


    Grid 16X16


    I have 4 layers.
    The first is the ground.
    The second the collisions (walls and roots [lower])
    Third and fourth top of the trees and roots [top]


    I noticed that the plugin, place the hero 7 pixels higher, than rm2k3 causing this graphic problem.


    you can do something about?
  9. Okay, I have actually read through this thread and I am wondering one thing - is it possible to swap a map's tilesets? I have a project that hinges on this capability, but would love to be able to use Tiled to build the maps.
  10. taarna23 said:
    Okay, I have actually read through this thread and I am wondering one thing - is it possible to swap a map's tilesets? I have a project that hinges on this capability, but would love to be able to use Tiled to build the maps.



    Yes, if you mean to either swap the image used by a tileset or to swap one external tileset with another, you can do both of these operations in the tileset properties window since Tiled 0.15.
  11. bjorn said:
    Yes, if you mean to either swap the image used by a tileset or to swap one external tileset with another, you can do both of these operations in the tileset properties window since Tiled 0.15.



    I meant in the game, not in Tiled.
  12. Hey, I've been following this awesome program for a while, but it's still not useful for me :\
    Any plans on making large characters display correctly under star tiles?


    Very sad that they didn't fix it in their RMMV iteration yet sell large characters from their store which needing 3rd party plugins to work right :\
  13. Geovid said:
    Hey, I've been following this awesome program for a while, but it's still not useful for me :\
    Any plans on making large characters display correctly under star tiles?


    Very sad that they didn't fix it in their RMMV iteration yet sell large characters from their store which needing 3rd party plugins to work right :\



    Are you sure you posted this in the right place? Star tiles and TileD maps have literally nothing to do with each other. If you're using TileD (and this plugin), just make sure you have the tiles in your various layers set up correctly.
  14. taarna23 said:
    Are you sure you posted this in the right place? Star tiles and TileD maps have literally nothing to do with each other. If you're using TileD (and this plugin), just make sure you have the tiles in your various layers set up correctly.



    I mean it's the same problem as RMMV/VX had with displaying large sprites.. I should really use a screen shot but... Lets say you have a tree, It's trunk is an X and it's top leaves are a Star... If your character is too tall & stands in front of tree, it's head will be hidden behind the top layer of the tree :X

    There are some plugins which fix this by allowing you to terrain tag your Star tiles you don't want clipping like that but it's incompatible with Tiled as TileD doesn't use tags.
  15. Geovid said:
    I mean it's the same problem as RMMV/VX had with displaying large sprites.. I should really use a screen shot but... Lets say you have a tree, It's trunk is an X and it's top leaves are a Star... If your character is too tall & stands in front of tree, it's head will be hidden behind the top layer of the tree :X

    There are some plugins which fix this by allowing you to terrain tag your Star tiles you don't want clipping like that but it's incompatible with Tiled as TileD doesn't use tags.



    I'm thinking maybe you aren't understanding how to use TileD correctly, perhaps? It doesn't care about MV's Xs and *s. Or even the format of the tileset. These are entirely immaterial to TileD and the plugin. It's a matter of how you set the custom properties in the layers of your TileD map. 
  16. taarna23 said:
    I'm thinking maybe you aren't understanding how to use TileD correctly, perhaps? It doesn't care about MV's Xs and *s. Or even the format of the tileset. These are entirely immaterial to TileD and the plugin. It's a matter of how you set the custom properties in the layers of your TileD map. 


    Oh really?? You're right, I didn't know you could change properties like that... how do you make upper tiles appear below the character if (the character) is in front and behind when the character is behind those tiles??
  17. Geovid said:
    Oh really?? You're right, I didn't know you could change properties like that... how do you make upper tiles appear below the character if they are in front and behind when the character is behind??

    I don't know if there would be a way to do this. I mean, there might be, but my knowledge of how TileD maps work ends well before that.
  18. At least you got me to clarify :p hopefully someone will know if this is doable...
    But I don't think it is... at least not yet :\
  19. I've found a small visual bug.


    When you set the default tile size in TileD to be anything other than 48px, something weird happens to the collisions.


    collisison-bug2.png


    This screenshot is using only the TileD plugin, a default MV sprite, and a grid size set to 12x12. I've tested this with 24x24, and 32x32 as well and while this effect happens on all of these tile sizes, it's less noticeable the larger the tiles get. I've tried this in a blank project as well. Is the plugin overwriting a collision setting somewhere?
  20. @ashikai if your grid size is 12x12, that's the collision size for the sprites. Not a bug and intentional design.