TileD Plugin (Version 1.3.0+ Released)

● ARCHIVED · READ-ONLY
Started by Archeia 471 posts Page 19 of 24 View original ↗
  1. I've literally spent a massive amount of time searching for this pdf that is for some reason hidden. I still haven't found it, but I keep seeing it referenced in this thread. Why isn't it located in the main folder? Where is it?
  2. RoseofCrimson said:
    I've literally spent a massive amount of time searching for this pdf that is for some reason hidden. I still haven't found it, but I keep seeing it referenced in this thread. Why isn't it located in the main folder? Where is it?

    upload_2018-2-23_15-50-25.png
  3. I see. When winrar extracted the folder it didnt extract the PDF. I read a post by someone that said the same thing, but it didnt process to recheck the rar file because he said it was deeper in the folder. My mistake. Egg on my face.
  4. http://webtest.multiverseworks.com/tiled-plugin-2018-02-26.zip
    Okay, so, I've kinda been holding off on posting the latest things I've added. It's mostly because, I kinda wasn't satisfied with what I've created, and, the more I work on this plugin, the less good the plugin seems to look. I mean, it works, but, the code feels like one big mess, and I'm building around the mess that I've made instead of cleaning it up.

    Also, as an aside, I haven't seen a lot of things that broke the 1.30 version of this plugin with Tiled. It seems like, if you just use things like, embedding the tileset or saving the json file, it will just work without problem, so, 1.30 is still useable in Tiled 1.2. Like, if you want to use my version, you can, but if you'd rather use the official version, it still works, and probably runs a little less slow, since my version adds around 180 kB to the file.

    Anyway, on to the things I've done. I've actually just done quite a lot of bugfixes. There was an issue that I probably introduced where the game would throw an exception when switching levels, due to the fact that certain data was not initialized. It also fixed an issue with infinite maps, where, after a battle, it wouldn't reload the map correctly.

    As for new things, as far as I know it only added two things, which is tile-specific battle backgrounds, and basic support for tilesets based on a collection of images. This allowed me to use small images as doodads, and in fact, it already implements mirroring and flipping.

    But yeah, that's it for now, I guess. I just wish more people would know about this plugin, but, eh.
  5. GaryCXJk said:
    But yeah, that's it for now, I guess. I just wish more people would know about this plugin, but, eh.

    Thanks for the great work as always!
  6. I just want to get a handle on the current capabilities of the Tiled plugin at this current place and time (this is not a request for features) because I feel like I'm a little out of touch with the latest updates. Tagging @Archeia and @GaryCXJk for this
    1. The original Tiled plugin did not support flipping tiles or mirroring. Has this been changed for the latest version?
    2. I've run into a few cases where I accidentally set a layer to an offset (using the + tool to move a tile layer around). Is this (knowingly) supported?
    3. Whats the benefit of using an Object layer vs a normal tile layer? As far as I can tell, you can map with different sized tiles on both. Is this not actually the case?
    4. I don't really understand half-tile passability. Is it supposed to be identical to the arrow/directional passability in the native RPGM editor? Or is it true half-tile where the top half, bottom half, left half, or right half is passable and the other half is not?
    5. Could I, in theory, make a collision map with a different sized tile set than my main one using Object Layers? Ex: if my tiles are normally 24x24, could I create an object layer with a 12x12 tileset and set that as my collision layer?
    I think that's everything. I'm *this* close to making an extremely convincing isometric game (without any real isometric backend or tiles lol) So I'm trying to find ways to polish that up. Half-tile or at least convincing collisions is part of it, and tightening up my sprite sheets (less doubling of assets...) is another (solved by things like mirroring, offsetting etc). It's a bit frustrating when I have to have 6 copies of the same pixeled chair just so the positioning is different, but if that's how it's gotta be, that's how it's gotta be. In the meantime, I'll explore my options. :D

    Thank you!

    [EDIT] Actually just played through the demo @GaryCXJk provided, and answered one of my own questions. Apparently with his edited version of the plugin, #2 can definitely be accomplished. That's awesome and will likely save me a lot of time. :kaoswt2:
  7. @ashikai I can only tell you what I have but not on GaryCXJK's version yet. I've been really busy.
    1. Mirror/Flipping is not working
    2. Offset is not supported
    3. Object layer is pixel sensitive. Think of Yanfly Doodads.
    4. Half tile means you move at 16x16 instead of 32x32. So if you have 48x48 you move 24x24. Don't use it tho if you use tile-base collision property. We broke it.
    5. Nope.
  8. @Archeia Awesome, thanks for answering. I'm gonna have to look into the object layer more as I haven't done much of anything with it and it might help me reduce the number of positions I have to make per object. (Placing iso objects on a orthagonal grid is extremely unforgiving).

    Do object layers have the same layer properties as normal tile layers? Does z-index work on them? Or are they mostly there for doodad decoration and that's it?
  9. Yes they have the same properties.
  10. Oooh that's awesome! Time to experiment! :kaopride:

    [EDIT] OMG I've been messing with the object layers and placements and it's REALLY COOL. I cannot believe I've been missing out on this for so long. This will literally help me cut my tileset bloat in HALF!

    ....I'm so happy:kaocry:

    [EDIT 2] So I can get Archeia/Yami's version of the plugin to work with these features just fine, but @GaryCXJk I can't get your plugin to work at all. The maps won't even load. I'm not sure what the differences are fundamentally, but it seems to me that if one works the other should too...

    I'll revert to the original version for now.

    Also @Archeia on the subject of Objects (this is just for my understanding), I'm having a really hard time with the draw order of the objects. I've set the draw order to MANUAL and reordered my object tiles so they should overlap in a certain way, but nothing I seem to do seems to change the order in which the objects are drawn. I've also tried using two separate object layers and they behave the same way, whether they're set to MANUAL or TOPDOWN, and it seems to be ignoring z-index (in terms of tiles overlapping; it's working in terms of drawing above or below the player).

    I've read TileD's documentation on objects and I've followed those instructions so I'm starting to wonder if this is something to do with RPGM instead of TileD. Is the draw order getting screwed up because RPGM only has 3 draw layers? (1 > 3 > 5)

    (My plugin file says the TileD plugin is version 1.10, but it has to be version 1.3 or the objects wouldn't be rendering, right? Using TileD 1.14 and MV 1.5.1)
  11. In what way doesn't it work? Does it throw an error?

    EDIT: Make sure your maps and tilesets are placed according to the plugin settings.
  12. ashikai said:
    (My plugin file says the TileD plugin is version 1.10, but it has to be version 1.3 or the objects wouldn't be rendering, right? Using TileD 1.14 and MV 1.5.1)

    Use 1.0.3 version of Tiled if you want to use ours.
  13. @Archeia I was originally planning to use gary's version but I couldn't get that one to work at all, and I couldn't find a download for the 1.0.3 version of TileD; The version I was using originally wasn't even version 1, it was version 0.somethingor something like that. Spent some time really digging around this morning and finally found a copy, but the behavior still persists in version 1.0.3.

    And image to illustrate what I'm experiencing:
    overlap_bug_by_ashikai-dc8c61j.png
    Objects are on two different layers with both z-index and priority defined (when this screenshot was taken).
    Anyway, not looking to label this as a bug; if this is behaving as intended then that's fine, I'll figure out a way around it. Otherwise, I'm assuming that I'm doing something wrong.

    @GaryCXJk Yes, it throws a series of undefined is not a function errors. I have the plugin set up properly according to Archeia's instructions, but if your plugin requires specific configuration I haven't done that (because I haven't found any instructions).

    Thanks!
  14. The question is what's the priority of the respective tiles? like in properties
  15. I was applying the pirority property to the layer, not the individual object tile. I just tried it with object tiles on the same layer with priorities of 2 and 99, and on different layers with priorities of 15 and 888 and they still behave the same way as in that image I posted.
  16. Can you change priority tiles limit in plugin manager to 500 or something?
  17. Just did and changed my higher tile priorities to be under 499. There's no change in how they render.
  18. No not your layers. But in Plugin Manager itself. Try making this higher if it still doesn't work then I have no idea.
    upload_2018-4-9_21-47-5.png
  19. Yeah, I know. That's where I changed it. I just also changed it in tiled because 888 was over that limit. My plugin manager says 500 now.
  20. Is the map originally made in a higher version or is it remapped?