TileD Plugin (Version 1.3.0+ Released)

● ARCHIVED · READ-ONLY
Started by Archeia 471 posts Page 13 of 24 View original ↗
  1. jupitersdaughter said:
    It's been quite a while. Is there an ETA? I know it's a lot of work I hope that's not rude.

    This. Any news?
  2. any news on this being updated?
  3. It's been almost 5 months since the last update, and longer that I haven't been able to use this plugin (since it doesn't work with the latest version of MV).

    I'd really like to be able to use this plugin again, but I'd really like to know if the 1.3 version is getting released or if I should go ahead and commission someone to help fix the current version. I don't mind waiting if it means getting a fixed working release, but if that's not going to happen for a while, I'd like to get something workable and make it available to everyone else who's using this plugin or who would like to and can't.

    I would be extremely appreciative if we could get a status update, just so I can plan my next move... :kaoback:
  4. *lazes around*
    I'm still working on the tutorial and I'm really flooded with deadline still buuttt....

    DOWNLOAD LINK

    There's a PDF file attached that explains all the new features including how to use TileD.

    There's also an autoconverter for tilesets so it will create autotile combinations for you. By default Tiled doesn't have any autotiles that is compatible with RPG Maker MV and it would require using the auto mapping feature. So you would need this plugin. Thank you to TDS :kaoluv:
    • Make a folder named Tile Converter inside your project
    • And inside that make two folders -- Input and Output
    • In input you put in the auto tiles you wish to convert. The filenames should have this: tw[48]th[48] (Tile Width, Tile Height).
    Here are two examples:
    tw32th32A1Water.png
    tw32th32A1Water.png

    tw48th48Dungeon_A2_-_Copy.png
    tw48th48Dungeon_A2.png
    • In the output folder it will result to this:
    A1Water.pngDungeon_A2_-_Copy.png

    and you need these tiles otherwise you'll do it the hard way.

    I'll clean it up later, add to front topic, make video, etc. but I'm super exhausted right now.
  5. :kaocry:
    That was way more than I was expecting! I'll give it a test run tonight! :D

    [EDIT]
    Messed around with this (and it works and I'm soooooo happy) and there are a couple of important things I wanna let other people know if they're gonna use the new version:
    • Collision layers are always invisible!
    • There are collision tilesets in the demo that Archeia provided
    • Collision layers now have the ability to do arrow passability, half-tile collisions, full collisions etc (new options are in the help file)
    • There are new Tiled commands are in the HELP menu (z-index and priority <3 )
    Been playing with it for a few hours and I haven't found any bugs or anything! I just wanted to share the above info because I was using JASON files that still had collision>true on them and the layers wouldn't show up, haha! :kaoswt:

    Great job, Yami & Archeia! u da best! :kaosalute:

    [EDIT 2]
    Actually it looks like the <position: x, y> bit no longer works, not sure if that was depreciated. Half-tile movement is also set to TRUE by default, and that repositions ALL events.
    I'm using 24px tiles on a map that 56x29 tiles (in Tiled). If I set "half tile movement" to FALSE, I can create a map that is 56x29 tiles (in RPGM) and position my events normally (all the tile positions match). If I then set "half tile movement" to TRUE, it seems like the number of map tiles in-game doubles (so, 112x58) and all events are shifted accordingly. If the <position> tag were working this wouldn't be too much of an issue as you could just make a note to fix the positioning.

    Anyhoo, just making a note of this in case anyone else is struggling with their events getting shifted. :)
  6. ashikai said:
    [EDIT 2]
    Actually it looks like the <position: x, y> bit no longer works, not sure if that was depreciated. Half-tile movement is also set to TRUE by default, and that repositions ALL events.
    I'm using 24px tiles on a map that 56x29 tiles (in Tiled). If I set "half tile movement" to FALSE, I can create a map that is 56x29 tiles (in RPGM) and position my events normally (all the tile positions match). If I then set "half tile movement" to TRUE, it seems like the number of map tiles in-game doubles (so, 112x58) and all events are shifted accordingly. If the <position> tag were working this wouldn't be too much of an issue as you could just make a note to fix the positioning.

    You no longer have to use position. In the helpfile, we talked about using the Object Editor for that I think :kaohi:
  7. Archeia said:
    You no longer have to use position. In the helpfile, we talked about using the Object Editor for that I think :kaohi:
    Ohhhh! I haven't tried messing around with that at all. I'm deciphering the help file tiny piece by tiny piece. Will test tomorrow! owo;;;;

    [EDIT]
    I didn't see any mention of the object editor in the help file or in the script itself. I'd experiment around with some script calls to see if I can get the event positions locked, but... turning off half tile movement fixes the problem, and since I don't need it I'll just leave it be for now~
  8. ashikai said:
    Ohhhh! I haven't tried messing around with that at all. I'm deciphering the help file tiny piece by tiny piece. Will test tomorrow! owo;;;;

    [EDIT]
    I didn't see any mention of the object editor in the help file or in the script itself. I'd experiment around with some script calls to see if I can get the event positions locked, but... turning off half tile movement fixes the problem, and since I don't need it I'll just leave it be for now~

    It's called Object Layer. I said Object editor by accident since I was referring to Tiled's Object Layer in its Editor. In fact, it's in the comparison table between 1.2.0 and 1.3.1
    upload_2017-2-20_3-24-30.png
    upload_2017-2-20_3-25-5.png

    Also if you change half tile movement it makes sense, as we said here:
    upload_2017-2-20_3-25-59.png

    Please take the time to read the helpfile. I tried to make it very very clear to avoid people's (user and programmer) wasting their time like this. :kaocry:
  9. @Archeia OMG I'm so sorry! When I said help file I was talking about the notes in the plugin (plugin > help)! I was really confused with your last post so I went back into the ZIP file and realized that there was a PDF that came with everything that got buried in the folder where I unzipped it so I never saw it. :kaoswt2: I didn't even occur to me that there would be a PDF file with it because I didn't think you'd finished the documentation since you've been so busy.

    I'm really sorry! I'm gonna go crawl into the shame hole now... :kaoback:
  10. ashikai said:
    @Archeia OMG I'm so sorry! When I said help file I was talking about the notes in the plugin (plugin > help)! I was really confused with your last post so I went back into the ZIP file and realized that there was a PDF that came with everything that got buried in the folder where I unzipped it so I never saw it. :kaoswt2: I didn't even occur to me that there would be a PDF file with it because I didn't think you'd finished the documentation since you've been so busy.

    I'm really sorry! I'm gonna go crawl into the shame hole now... :kaoback:

    gives hugs
    that explains a lot haha. It's ok :kaoswt:
  11. Thank you for this update. But I hope you can help me to find a solution to my problem.




    I can successfully use the layer system of Tiled which I use to hide/show roofs of my houses.
    This works very well but I wish I could animate the roof hide/show with an fadein/fadeout animation.
    (Like 380ms to go from opacity 1.0 to opacity .0)

    Is there a way to fiddle around with your system and make this possible at all?
    If it's possible could you please give me a hint where to look for in the object tree?
    (I'm not the best javascript developer but I could change some parameters)


    Thank you very much in advance and thank you again for this lovely plugin! :smile:
  12. tomkay91 said:
    Thank you for this update. But I hope you can help me to find a solution to my problem.




    I can successfully use the layer system of Tiled which I use to hide/show roofs of my houses.
    This works very well but I wish I could animate the roof hide/show with an fadein/fadeout animation.
    (Like 380ms to go from opacity 1.0 to opacity .0)

    Is there a way to fiddle around with your system and make this possible at all?
    If it's possible could you please give me a hint where to look for in the object tree?
    (I'm not the best javascript developer but I could change some parameters)


    Thank you very much in advance and thank you again for this lovely plugin! :smile:


    Hi, our TileD plugin doesn't support this officially. That is another thing entirely. You might want to look at Mr. Trivel's plugins.
  13. I just wanted to say that the more I use this plugin the more I really appreciate how much work went into it. You guys are awesome and I wanted to let you know that. :kaojoy:
  14. I always have black borders (jittering?) on all sides of my screen. I will stop using your plugin. I guess it's not possible to fix this visual problem. Thanks again for your plugin and your time. I will now convert REFMAP (RPG Maker 200x) ressources to the standard 48px size.
  15. tomkay91 said:
    I always have black borders (jittering?) on all sides of my screen. I will stop using your plugin. I guess it's not possible to fix this visual problem. Thanks again for your plugin and your time. I will now convert REFMAP (RPG Maker 200x) ressources to the standard 48px size.

    Are you sure that your scripts (libs, js cores and index file) are updated? This is for 1.3.0+
    Anyway, I used this for a full game and haven't seen the same problem. Please don't blame our plugin immediately when reporting especially when there's no comprehensive bug report that details the problem.
  16. I have a question about the autotile conversion tool. I attempted to convert the autotiles for the walls found in MVs RTP, but it does not seem to work quite right. I'm wondering if there is a reason for this.

    Here a picture as an example:

    Fh4szmw.png

    This is the result. I imagine that walls are not supposed to be run through the converter?
  17. For those that are thinking of updating your version of Tiled to the newest version...don't. It breaks compatibility with the plugin due to how it now handles tilesets. If you have an older version, use that instead and don't upgrade. I have the newest one on my laptop, v1.0, and it broke the plugin. Using v0.17.1 on my PC made the plugin load the tiles perfectly.

    Figured I'd get the word out.

    EDIT:
    Whoa, I spoke too soon. It can work properly. Simply add in a tileset, change it to Embedded, remove the External by simply closing the tileset tab for it and you're good to go!
  18. DragonVine said:
    I have a question about the autotile conversion tool. I attempted to convert the autotiles for the walls found in MVs RTP, but it does not seem to work quite right. I'm wondering if there is a reason for this.

    This is the result. I imagine that walls are not supposed to be run through the converter?

    You need to modify the script if you want it to do the walls.

    djDarkX said:
    For those that are thinking of updating your version of Tiled to the newest version...don't. It breaks compatibility with the plugin due to how it now handles tilesets. If you have an older version, use that instead and don't upgrade. I have the newest one on my laptop, v1.0, and it broke the plugin. Using v0.17.1 on my PC made the plugin load the tiles perfectly.

    Figured I'd get the word out.

    EDIT:
    Whoa, I spoke too soon. It can work properly. Simply add in a tileset, change it to Embedded, remove the External by simply closing the tileset tab for it and you're good to go!

    I don't have any problems with Tiled in 1.5.0. I'm confused what you mean?
  19. @Archeia Thanks! That answers my question perfectly.
  20. @Archeia, yeah, I was wrong. Thus the edit. I didn't realize you had to embed the tileset into the map instead of using an external one. I didn't really use the Tiled Plugin before, meaning I didn't actually try to export a map on an older version of Tiled. So, when I tried it out on Tiled 1.0, I thought the new editor was breaking the plugin, but I just was unclear how it worked until I used an older version that was on my PC. Sorry for jumping to that conclusion. Usually I'm better about that, but again, since I didn't use the older version first, I had no idea. Chalk it up to user error, not plugin or editor error. :guffaw:

    So yeah, it works perfectly with the latest version of both MV and Tiled editor.

    EDIT:
    On that note, thank you Archeia and Yami for your wonderfully hard work on this plugin. It really makes map development so much better. This is what the RPG Maker series should come with by default, but even though it doesn't, this plugin picks up that task and does it very well. You two should be proud of yourselves.