TileD has animated tiles. @Liquidize did it a long time ago :)
For E.T.A not sure yet.
TileD Plugin (Version 1.3.0+ Released)
● ARCHIVED · READ-ONLY
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I looked back at this because I didn't remember him doing that. The only thing I found was region ID script. I need water to move like the game. Tiled allows for this but does not translate to the game. This is the issue I was asking about above. If you have something on this please correct me and link the address. -
I looked back at this because I didn't remember him doing that. The only thing I found was region ID script. I need water to move like the game. Tiled allows for this but does not translate to the game. This is the issue I was asking about above. If you have something on this please correct me and link the address.
I added animated tiles in v1.1 of this plugin, it is built into the plugin itself. Just add a property to the layer you want to be animated called "animated" with the value of true. -
I added animated tiles in v1.1 of this plugin, it is built into the plugin itself. Just add a property to the layer you want to be animated called "animated" with the value of true.
TY TY TY! Whoooo oops. I appreciate the quick response. -
So I have been working with the maps I made with the 1.2 RPG maker and it wont load the maps in the new 1.3. I then tried to create it over in the new 1.3 but it still will not load the map correctly. I want to be clear there is no error when loading the map, it will just load to black. The characters can move around the map but the map will not show. I have the newest plugin updates for tiled for RPG and the liq ext plugin.
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Hi we didn't release the 1.3.0 version yet. I mentioned this in the previous page ;w;
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I only now realized that the shake screen command doesn't seem to work with the TileD plugin? Is there a workaround to have this effect with TileD anyway? (other plugin or something, i'm looking around myself too)
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Hi we didn't release the 1.3.0 version yet. I mentioned this in the previous page ;w;
Thank you very much for this plugin. Since the newest update it doesn't seem to draw the tilesets anymore. Is this true? I would really love an update. I use a 16x16 grid and I will now have to use parallax mapping to emulate the same effect. :/ Which is more time consuming and needs more KByte.
So I'm all in for an update. Hope it's an easy fix. -
Hi everyone! Just a sneak preview of what's going on!
Currently the manual is over 33 pages and took me like, 2 weeks, haha... However, given from my experience with Luna Engine, some users don't want to read that so a lot would just have to wait for the video until then before this gets released.
- Tileset Priorities - It will be having 3 layers, Ground, Same as Player and Upper. Now you don't have to worry about tall sprites cutting off, just because you jumped. You can have over 256 priorities. RMXP users that kept requesting this can now rejoice 'v')b
- Quarter Movement -If you guys played Wolf RPG Editor games or zelda, it means the character now moves in half tile both horizontally and vertically. So you don't need to make a map 16x16 grid with 32x32 tiles for example. You can just have 32x32 grid and still move as if it's in a 16x16 grid.
- Precision Mapping - allows the users to put tiles or objects without having to conform to a grid. Animated tiles included. They are mostly used to for decoration. Do not use this if you intend those objects to be interacted by the player in some way and are off the grid. This will allow you to create complex paths and patterns that autotiles tend to do automatically for you back in rm2k3 and rmxp.
- Tileset Priorities - It will be having 3 layers, Ground, Same as Player and Upper. Now you don't have to worry about tall sprites cutting off, just because you jumped. You can have over 256 priorities. RMXP users that kept requesting this can now rejoice 'v')b
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@ArcheiaThat is a lot of work, i am struggling with this concepts but someday i will get it well.
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I love the bridge feature, this is going to make mapping so entertaining
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I LOVE the new features of this plugin! Can't wait to mess around with them! The bridge over/under effect is amazing! Is it really resource heavy to use? Can you have a lot of tiles with that effect on the same map?
I also wanted to second the idea of some kind of custom collision mapping, or pixel detection script integration/patch. Having more control over the sprite's movement and collision would make this script absolutely perfect. If you don't plan on working on that at all (like it's not even a remote possibility) I'll probably end up commissioning something (or hacking it out myself or both, HA!) and I'd be happy to share. :)
AMAZING WORK as usual! Thank you guys so much for getting this whole thing together!! -
@ArcheiaHey Archeia. I am anticipating the release <3 As always nice job so far. I do have a question though: One feature you mentioned was precision mapping, where we won't have to conform to a grid anymore. Does this mean we will be able to use isometric map layouts in TileD or will we still need to use Orthoginal? Also, you had made a mention awhile back that developers making HTML5 games would need to follow a set of guidelines to ensure games did not break or cause resource backup. Do these guidelines apply for those sticking to non-browser based games? If this is still the case then I will need to know if I should try simplifying my tilesets to allow faster loading times. As it stands, I am unsure how I will load in maps. as my tiles are large as mentioned before, my maps must also be as well. I could try and shrink maps down and then use immediate transitions, surrounding each map with warp events.
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Can't wait to test it out!
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This plugin is so beautiful it made a tear roll down. I just wish TileD terrain tool worked with rpg maker's autotiles but I can live with that. By the way, what method do you guys use for autotiles? I tried to use a 24x24 grid with 24x24 tileset in TileD to manually set the autotiles but it takes so long I just gave up and went to make my walls in the game editor instead. :D
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So I have been working with the maps I made with the 1.2 RPG maker and it wont load the maps in the new 1.3. I then tried to create it over in the new 1.3 but it still will not load the map correctly. I want to be clear there is no error when loading the map, it will just load to black. The characters can move around the map but the map will not show. I have the newest plugin updates for tiled for RPG and the liq ext plugin.
I'm having the exact same issue. I will say though that the collisions are working correctly, so I know that the files are being called and executed, the tiles themselves just aren't being drawn. Tested this with old and new maps in both an ongoing and new/blank project. Is this something we can get fixed (or is worth fixing) or would it just be better to wait for the TileD 1.3 release? It's kinda hard to event on blank maps. @__@;;
Something else I've just noticed is that the tiles in the MV map editor have shrunk to 24x24 (which is my current tile size in TileD). The in-editor tile sizes have always stayed at 48x48 before now... It's not a projblem, it's just something I noticed and I wanted to share. -
I followed instructions but my maps are coming up blank. I have been trying all week and still can't figure why this isn't working =_= I'm using my 1.3
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I followed instructions but my maps are coming up blank. I have been trying all week and still can't figure why this isn't working =_= I'm using my 1.3
Hi we didn't release the 1.3.0 version yet. I mentioned this in the previous page ;w; -
Lolz sorry about that. Up late programming run again and misread the posts. I rolled it back. Works fine for now...
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It's been quite a while. Is there an ETA? I know it's a lot of work I hope that's not rude.