This was made in 1.14 but I added new tiles since downgrading.
I deleted my two object layers and made two new ones and tested stacking two objects as discussed both on a single layer (with priorities on individual tiles) and on separate layers and the behavior hasn't changed. :(
[edit] wait wait, I just realized you said MAP and not layers. Let me try making a dummy map and see what happens.
[edit] made a new (blank/vanilla) map and tried it again with no change.
TileD Plugin (Version 1.3.0+ Released)
● ARCHIVED · READ-ONLY
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That explains it. You need to make a new one. You see 1.14 changed JSON layout enough that the plugin doesn't recognize it for some reason. My maps broke because of it and I had to remake it. It ignored collisions no matter what I did.
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The stacking still doesn't work in a new blank map. Collisions were working fine for me with Tiled 1.14, and I just tested it with 1.0.3 and it's working fine there as well. It's just the object overlapping that's not obeying :(
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Well, not sure how to help there sadly. Maybe try changing the zindex of the other and make the other one higher. E.g. one is ground and the other is above characters
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Could I also see the error list, since I can't exactly work on anything unless I know the exact issue. You can open the console with F12 if I recall correctly, depending on the NWJS version used in the RPG Maker MV version you used (otherwise it's F8).
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In an effort to figure out why my results don't seem to be matching expectations, I started experimenting around with the placement of the tiles and it turns out there's a very specific way to place tiles to get them to render as overlapping.

In the documentation, Tiled claims that the draw order of these tiles is based off of the y-positioning of the object tiles, but in practice it seems to be using the x-axis instead. By moving tiles slightly to the right instead of up, I can get higher tiles to display above the tile I want to overlap; moving tiles to the left makes them appear below. It doesn't appear that the y-positioning actually does much for this. (purple and red bounding boxes actually overlap on the top and bottom, but that was hard to see so I redrew those lines a little)
This is without any z-index or priority properties being added as well, and they do render this way in RPGM, and can all be done on a single object layer.
Now, AS IT TURNS OUT RPGM was caching the crap out of me and after a forced restart the zindex on LAYERS ONLY (doesn't work on individual tiles) is working as intended. I'm sorry for any confusion about that. I haven't looked into priority again, but I think I'll ignore it as it's confusing my test cases. Using a combination of the illustration above and the zindex on layers I think I can get some complex overlapping going on if I'm clever about it.
ANYWAY, that's case closed on this, I hope. Hopefully my bumbling about will help someone else out.
Thanks for your patience, Archeia! :kaoswt:
@GaryCXJk Screenshot of the console under spoilers:
Spoiler
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Are you sure you have the latest version? Because I've just checked it on a blank project, and it seems to work. Also, none of the line numbers match up with what's in my code, neither in the online demo nor in the latest link I've provided.
http://webtest.multiverseworks.com/tiled-plugin-2018-02-26.zip -
Are you sure you have the latest version? Because I've just checked it on a blank project, and it seems to work. Also, none of the line numbers match up with what's in my code, neither in the online demo nor in the latest link I've provided.
http://webtest.multiverseworks.com/tiled-plugin-2018-02-26.zip
I do, yes. I took the YED_Tiled.js file from the BUILD folder and replaced+refreshed the plugin in my project's plugin folder. I don't get any errors at all when using Archeia's version, but the moment I switch to yours my project won't even load. I'm guessing that I'm either missing step or that something you've done to the plugin doesn't work with yanfly's library (because that's the only other thing I've got in there). You've got a ton of files in this zip and I honestly don't understand what most of them are for or where to place them or if they're needed. The help file also mentions a CSV but I don't know what that does or where it goes or what its purpose is... It's not so much that I think your plugin is bugged so much as I have no idea how you intended it to be used/installed.
For (possible) debugging purposes, my project is up to date (updated it last night just for peace of mine while I was testing that object overlap behavior), MV 1.5.1, Tiled 1.0.3 now, and (according to your plugin) Tiled 2.0. I can try it in a blank project later today but I'm not sure it'll make a difference. -
Does anyone know of a lighting system that's compatible with this plugin? I was thinking that Khas Ultra Lighting with region Ids should probably work, but I'd love to hear back from someone who has experience with something working--before I dive in deep on the weekend. I apoligise if this is the wrong place to ask, and thanks all for your time!
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I can't say for certain any of the lighting systems will work, since I assume both touch rendering, but I haven't tried it yet.
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dude the collision for events dont work properly, only works if you press the action button the middle of the event tile. Btw the new version of the script only make crash and laggy the game with vehicle data error.
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Ye gods, you have saved me. I do mapping for another game, so I already have TileD installed, and I was so happy to see this plugin for MV. Thank you so very very much.
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dude the collision for events dont work properly, only works if you press the action button the middle of the event tile. Btw the new version of the script only make crash and laggy the game with vehicle data error.
Elaborate. There's two versions of the script in this thread right now. -
The vehicle data error can occur if you loaded the Archeia version first then the new version. In order for that to not happen you'd need to initialize the missing data by double clicking on it. I might try to fix it later on.
Also, as a small hint, try to stay respectful when you're reporting an issue. Starting your post with "dude" isn't the right way, unless it's used in a more positive way.
In any case, try to be as complete as possible. I can definitely see how Archeia could be confused about the post, even if there was only one version of the plugin. -
Not sure why this wasn't brought up before, or perhaps no one noticed. It seems the animations go out of sync when you move away from the tiles. It was even shown in the Tiled video tutorial I made. I thought maybe it was just that one project, but no. I just tried it on another one and as soon as you move away from them, they desync. Any reason why that might be or someway to fix it? Still loving this plugin so, so much!
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Not sure why this wasn't brought up before, or perhaps no one noticed. It seems the animations go out of sync when you move away from the tiles. It was even shown in the Tiled video tutorial I made. I thought maybe it was just that one project, but no. I just tried it on another one and as soon as you move away from them, they desync. Any reason why that might be or someway to fix it? Still loving this plugin so, so much!
It depends on which tiles were "offscreened" first and that would require some trickery. -
Ah, gotcha. It seems to be random, but for the most part, they tend to desync a lot. Not sure why. If nothing can be done about it, might just have to parallax them, but I figured I'd throw that out there.
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Ah, gotcha. It seems to be random, but for the most part, they tend to desync a lot. Not sure why. If nothing can be done about it, might just have to parallax them, but I figured I'd throw that out there.
I haven't seen it happen on OMORI so I'm not really sure how to help there. -
Interesting. Maybe it's my computer not being fast enough, but I would think a PC with a Kaby Lake CPU and a 1050 Ti would be able to handle it. :guffaw:
Well, after really understanding it, it seems that if they aren't the same animation tile, they tend to desync. All of the same animation tiles are synced, but if they differ, they desync. I'll see if I can nab a quick gif for you to see it in action.
Edit:
Oh and if you lose focus the game window and focus it again, it refreshes the screen and they are no longer desynced.
Edit #2:
Here we go:
The slight pause near the end was me clicking and holding the window so it would refresh as stated before. -
Hey. So I'm having performance issues with tppd parallax mapping and was looking how should i make rpg maker use less memory for maps like 60x60.
Can I cut my parallax map into 10x10 pieces and somehow use it in rpg maker? How would default characters would move in map like that?
Does it have limited amount of tilesheet's like rpg maker where you can only use 8 or something like thats? This was my main reason why I'm creating maps using parallax.