: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.
:)