TileD Plugin (Version 1.3.0+ Released)

● ARCHIVED · READ-ONLY
Started by Archeia 471 posts Page 18 of 24 View original ↗
  1. That's actually a really interesting addition, @GaryCXJk ! Especially for people like me who aren't using 48x48 tiles, doing the collision mapping in TileD would certainly make things a lot easier. I'm going to give your addition a test, because I'm curious to see how it works in practice. :)
  2. Honestly I actually enjoy making small modifications to TileD, especially since I've been working in ES6 now. I'm now trying to see if I can move certain functionality over to plugins though. Well, not now, exactly, I actually need most of the modifications I've made for my own project, or at least I think I do.

    I'm looking into setting opacity of layers though. That might be a nice addition. Apparently that's possible, though so far I've been a bit lazy in implementing things.

    EDIT: Okay, kinda hit a snag with Altimit Pixel Movement and toggleable collision, but I'll find a solution for it. I already have a solution for it is what I mean, but it does require me to modify both sources.
  3. GaryCXJk said:
    You know, there's a feature that's been missing in this plugin, and that's tileset-based regioning. Like, instead of having a separate layer for each region, why not just have one layer for all the regions, and have the regionId be stored in the tileset itself? Same goes for collision mapping.

    This has been already implemented in Tiled. Arrow collissions and full on a single tileset because it's a new Tiled feature. Again I haven't updated the one in this topic :kaodes:

    Except regionId for a single tileset we got too lazy for that.

    If you mean by collision mapping as in drawing objects/shapes, then no, that is never on our list since doing pixel movement is a pain. Our Tiled plugin was made specifically for OMORI and we'd like to keep things nice and simple as much as possible.

    GaryCXJk said:
    Further more, I'd love there to be an option to hide certain layers when entering certain regions.

    I mean, sure, I could add these features myself.

    Which I actually did.

    But it'd be nice if there was official support.

    Like, right now, I only have tilesets enabled for regionIds if you set the layer regionId to -1, and if you set the collision to tiles, it takes both the collision data as well as the arrow passability from the tileset. I decided that regions and collision data doesn't need to be on the same region, as you might want to have certain regions be at the same places as the collision data.

    (By the way, I've included two tilesets that use this)

    EDIT: I made a small mistake in TiledTilemap.js, so I fixed it. Now when a region gets hidden, it gets hidden even if it's a priority tile layer.

    You can hide layers through the use of levels instead of regions. But this is a welcome addition.
  4. I was more talking about adding collision data and arrow collision in the tileset data, which already was implemented apparently :p

    Vector collision was already done by the plugin I'm using for pixel movement though (or rather, the plugin I'm actually not going to use for my current project since I dunno, I don't see the value of that plugin for the type of game I'm making at the moment).
  5. So I've made another modification with pretty huge changes to the script. Once the official plugin is updated I'll try to port the modifications over to the new code, since the current code I have misses certain things (or actually, just one thing, the parallax layer thing I guess).

    http://webtest.multiverseworks.com/YED_Tiled_mod-2018-01-28.zip

    Things it added:

    • Collision can now be toggled with regions and switches;
    • New methods have been added for plugin developers, to add custom functionality;
    • Tile flags have been added, like vehicle passability and whether it's a bush or not;
    • Modifications which makes pre-rendering the collision data a lot easier and more flexible.
    EDIT:


    So I've implemented slippery floors, to see if my custom flags actually work, and, apparently they do!

    Plus, I've added custom event listeners. Well, actually just one, it checks if the 'slipperyfloor' event gets triggered. I might add some more event listeners so that developers can hook into it without having to modify the code or overwrite methods.

    http://webtest.multiverseworks.com/YED_Tiled_mod-2018-01-28-b.zip
  6. @GaryCXJk These additions sound amazing!
    Question on using them though; in the zip there's a ton of files. The only one we need is YED_Tiled.js, right? The rest are just from the demo?

    It's been a while since I've dug into this as I've been working on sprites and battle systems, but it seems like there are a bunch of new things available. I didn't realize we could set individual tile collisions separate from the layer. THAT is really really cool! I gotta figure out how that works in practice. Are we just supposed to use TILESET PROPERTIES (or rather, TILE PROPERTIES?) or can we use the TILE COLLISION EDITOR in Tiled? The way the help file is wrtten it seems like it would be in the TILE PROPERTIES but I just want to double check.

    Not sure if that's a question for @Archeia or @GaryCXJk ...

    Today seems like a good day to test this out, methinks. :D
  7. Huh wait. There's a tile collision editor? Hmmm... I'll take a look at that, though it does seem that the collision is polygonal. But yeah, at least for now it's just in the tile properties, and it will remain in there for backwards compatibility, in adition to other things that I might add to it I guess.

    Anyway, coincidentally I've re-ordered the folder, mainly because I wanted to keep it nice and clean for myself, since the project is getting a bit bigger and stuff.

    Like, one of the new things is this:



    http://webtest.multiverseworks.com/tiled-plugin-2018-01-31.zip

    It's something I wanted to see happen, since my game is probably going to rely on it.

    Anyway, here's a list I'd have to port over to the official version right now:
    • Enabling / disabling collision data (regular collision and arrow collision)
    • Tile flags and enabling / disabling them
    • Slippery floors
    • Position height
    • Transitions when a layer gets shown / hidden
    • Hooks for plugin developers
    I have no freaking idea what else I've added at this point. Anyway, onto the two points I've highlighted.

    Position height

    Sometimes, you have a character that's two tiles tall, and priority tiles as they were wouldn't cut it for things like trees or doorways. Yes, you could set the top part as something that goes over the player and the bottom part as a priority tile, but the problem comes when the character has to walk in front of it. Now you can define not just per layer, but also per tile how high it is from the ground in pixels.

    For example, say you have an object that's two tiles high. The bottom could have a positionHeight of 0, in which case you could just omit it, and the top half could have a positionHeight of 48 (if your tiles are 48x48). Now, when they are both placed on the stage and your character walks through it, it now seems as if the two tiles actually are one object. You can probably see it in the video when walking through the doorway. The doorway consists of three tiles, the bottom part that lies on the ground, the middle part, which is placed 64 pixels higher (and has a positionHeight of 64, also, I've doubled the size of each tile in case you were wondering), and the top part is placed 128 pixels higher.

    This also allows you to have a walkable archway, where you can first walk below it, and then walk over it, by actually setting the player's positionHeight. This can be done by setting the layer property floorHeight to a certain value, and it can even be a negative number. When a player steps on a tile on this layer, his positionHeight will now be set to that floorHeight.

    Also, the layer property positionHeight and the tile property positionHeight stack with each other, allowing you to actually put an entire group at a different positionHeight relative to each other.

    Transitions when a layer gets shown / hidden

    I've added a new layer property called transition. When this is set, it will allow the layer to transtion between their shown and hidden state by fading in or out. The duration is set in this property, and it's in ticks, meaning a value of 60 is approximately one second.

    However, there's an aditional feature. You can also set the minimumOpacity. You can set a floating point number between 0 and 1, and it'll fade out up until that opacity, where it remains visible. In fact, you can also modify the default opacity property to set the initial opacity when it's visible.

    Hooks for plugin developers

    I have several new hooks for plugin developers. Most are documented in the help file. Eventually I'll write up a better document for it, but essentially these hooks allow you to create add-ons while keeping alterations to the code at a minimum. This allows you to maintain compatibility not just with the Tiled plugin, but with other plugins that interact with it as well. For example, you could get every tile property of every tile at a certain location, or get the properties of every layer, or even just one layer. Or, you could also add your own functions that allows you to enable or disable layers based on what you want.

    I might one day make a demo project just to showcase everything.

    http://webtest.multiverseworks.com/tiled-plugin-2018-01-31.zip
  8. Okay, so, I finally have the demo ready. Now, the demo so far isn't that much, it's just random stuff that shows stuff and crystals that explain what happens.

    https://lynora.garycxjk.com/beta/game/tileddemo/

    The demo download link also contains the source code of the Tiled Plugin as it is now. It won't be the latest version, but it is the most recent one used for this demo.

    There's a lot of new things in this thing. First of all, a feature that probably already is in the version Archeia and / or Dr. Yami have, but I've changed a lot of things around to make it work a little bit better. I've added parallax images to this project, and made it a bit more flexible. I probably want to add more things to it though, but for now I want to keep those things a secret.

    Vehicles can now be set in the Tiled editor, and there's support for custom vehicles as well, since it really doesn't care if a vehicle exists or not. I wanted to make it as easy as possible for plugin creators to create easy compatibility for this plugin.

    A feature that isn't in this demo yet and hasn't been tested but probably will be in a future one is heal tiles. They work exactly the same as damage tiles, except they should heal you.

    In the future I'll rework the header so that it'll look a lot better in the plugin manager, and I'll probably also add a proper documentation as well. I'm not really sure though if I should backport all the features into the official update, I'll try, but it's going to be a bit harder now that I have so many features.

    http://webtest.multiverseworks.com/tiled-plugin-2018-02-06.zip
  9. http://webtest.multiverseworks.com/tiled-plugin-2018-02-13.zip

    So I've added some small features this time, mostly background work. Most of it is just something to make it a bit more easy to work with the Altimit Movement plugin. I might need to work more on that side, but, it has no priority, since I actually want to work more on my own projects right now, and my own projects don't have vehicles, so, it's not going to happen anytime soon.

    Speaking of vehicles, there's now built-in support for custom vehicles now. It doesn't completely work yet, you can't tap on them to enter the vehicles, but, again, it's not a priority.

    Images can now have a viewport, a smaller "window" in which the image can be placed. I might want to add support for gradient fading, especially since I probably need it for this one project I'm working on.

    Oh, and support for both Tiled's infinite maps as well as base64 encoded maps. I haven't tested the latter yet, and the former is kinda hard to test due to the constant issues Tiled has with infinite maps.

    A small thing I've changed about the plugin is how hiding layers works. Originally, when a layer would be hidden on certain levels, it wouldn't hide the priority tiles. I've changed that, not because I thought it was wrong or anything, but because I wanted to simplify it a bit, especially now that you can also hide and show images in the same way. I will change the way the images fade in and out though, since they're currently linked to how many times the graphics are updated instead of how many times the game is updated. I'm not sure how I'd change that, but, it should be possible.

    Oh, right, and I've also added help files to it, which are generated from Markdown files. In fact, the help text inside the plugin is also generated here.

    Also, I'm not sure if I'm going to continue updating it that much, since right now I'm kinda burned out with working on this plugin. Like, right now I just want to make things with it.
  10. Thanks @GaryCXJk I'll check it out after I'm done with my responsibilities by March.

    Also just a warning, if you want to use this plugin and not using Gary's, make sure to use TIled 1.0.3, the new JSON structure is messing up our code up.
  11. Hey, I tried to use this plugin but it doesn't seem to be loading the tiled map, it is loading the rpg maker mv map instead, I'm most likely doing something wrong... even though the map name should be correct, and it is in the ''maps'' folder located in the root folder, with all the used tilesets in the tilesets folder, anyway here's the demo of the project with all the files, I hope that someone can help me. https://www.dropbox.com/s/65w7vwika1n611m/Project3.rar?dl=0

    Thanks.
  12. Darrelde said:
    Hey, I tried to use this plugin but it doesn't seem to be loading the tiled map, it is loading the rpg maker mv map instead, I'm most likely doing something wrong... even though the map name should be correct, and it is in the ''maps'' folder located in the root folder, with all the used tilesets in the tilesets folder, anyway here's the demo of the project with all the files, I hope that someone can help me. https://www.dropbox.com/s/65w7vwika1n611m/Project3.rar?dl=0

    Thanks.

    1. Did you use Tiled 1.0.3 Editor?
    2. What version of MV are you using?
    3. Did you try this plugin version instead?
    https://forums.rpgmakerweb.com/inde...sion-1-3-0-released.50752/page-18#post-828546
  13. Yes.
    My MV version is 1.3.0.
    and I'm using the 1.3.0+ plugin version.

    I'll try that other one plugin version rn
  14. Yes
  15. You are using TMX files for your tilesets which we don't support. Everything has to be JSON.

    2018-02-23_0-06-34.png
  16. Actually I had png and tmx files in the tileset folder

    So, the tilesets must be json too is that right?
  17. It doesn't matter, your map still uses TMX.

    Darrelde, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.




    EDIT:
    I couldn't make it work with your project because of many factors and I don't want to figure it out right now. I'm using 1.5.1. Just download this, check maps, tilesets folders, then open map 1 in tiled to see how it's used:

    https://www.dropbox.com/s/0mrs0omu4q24p7y/TinyProject.zip?dl=0
  18. Darrelde said:
    Actually I had png and tmx files in the tileset folder

    So, the tilesets must be json too is that right?
    The files in your MAPS folder should be json. The files in your tileset folder should be PNGs.
  19. Archeia said:
    It doesn't matter, your map still uses TMX.

    [dpost]Darrelde[/dpost]


    EDIT:
    I couldn't make it work with your project because of many factors and I don't want to figure it out right now. I'm using 1.5.1. Just download this, check maps, tilesets folders, then open map 1 in tiled to see how it's used:

    https://www.dropbox.com/s/0mrs0omu4q24p7y/TinyProject.zip?dl=0

    Thanks a lot!, I'll try to figure it out using that demo, thanks for your time.