TileD Plugin (Version 1.3.0+ Released)

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Started by Archeia 471 posts Page 21 of 24 View original ↗
  1. kako05 said:
    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.
    Tiled has no limits on how many tilesets or tile layers you can use, and you can set your own grid size. It's not great for parallaxed maps; you'll run into the same performance issue regardless.
    That said, if you're making your parallaxed maps out of TILES (but making use of things like layers and such in photoshop) Tiled is an excellent choice and will decrease your map/file sizes significantly. If you're painting/blending your maps, Tiled won't help you at all.
  2. Where you even download TileD 1.0.3? There's only 1.1.5 version which doesn't work with RPG maker mv.
  3. @Archeia I have NO idea why I could not find that page. That's a much better option.
  4. Archeia said:
    It only appears if you're on this page: https://github.com/bjorn/tiled
    And see the releases link here
    ...I have heading blindness, I think. XD
    THANK YOU for that. My github skill has leveled up. :kaosalute:
  5. I suggest you to add that to the first post. I almost give up on this plugin because I couldnt run it with newest tileD version.
    Thank you for helping me :)
  6. Surprising. I'm using TileD 1.1.4 and it works just fine for me. Nothing has been borked. Not sure the issue I have is due to the version difference, but everything else seems to be working properly.
  7. How about performance if I make my map just only from tiles? Is it possible to have a good performance for 100x100 tile map?
    What if I use parallax image for lightning if image file size is just only few kilobytes? I just add white color and blur it out to look like lightning comming out from windows.

    Does this plugin work on higher resolutions than default?
    I use Yanfly core engine set to Full HD and my tiles disapearing while walking, unless I set my game resolution to default.

    It was option in plugin itself, priority tiles. I increased it's number, and it's working just fine!
    I'm so happy :) a great tool.
  8. Hi there. I'm not sure what's going on... but I made a test map and all I'm getting is a black map even though I drew stuff in TileD. I'm not sure if its an issue with the tilesets or what. I think I have everything in the right folders and stuff, and it's not throwing an error like it did for not having a .json for a designated map.
  9. If you're making a big or detailed map, Tiled is not your best choice. It breaks easily. For a regular RPG maker game, it's great. But if you're using custom textures, 2x size with 50+ items placed on a map, it won't work. You get black textures and other issues.
  10. Did you embed the tileset into the map upon creating said tileset in TileD?
  11. Make sure your tile sheets are at maximum 1024x1024 as the manual says. You can have infinite tilesets so this limitation shouldn't affect you.

    kako05 said:
    If you're making a big or detailed map, Tiled is not your best choice. It breaks easily. For a regular RPG maker game, it's great. But if you're using custom textures, 2x size with 50+ items placed on a map, it won't work. You get black textures and other issues.

    This is false. I use Tiled for a massive project with a big map.
  12. Couldn't handle my 50x50 map. Why Do I have to increase priority tile limit to over 1000 just to display all tiles? And the game starts lagging like crazy. Otherwise, I get black textures and disappearing tiles. On bigger maps, all the tiles are black. Smaller maps run just fine.
  13. kako05 said:
    Couldn't handle my 50x50 map. Why Do I have to increase priority tile limit to over 1000 just to display all tiles? And the game starts lagging like crazy. Otherwise, I get black textures and disappearing tiles. On bigger maps, all the tiles are black. Smaller maps run just fine.

    My biggest map was like 100xsomething. In fact here's one of the maps:
    upload_2018-5-30_14-5-29.png

    There's a lot of reason why it will lag.

    Because you are drawing a ton of tiles. (This depends on your tile size too)
    You increase the priority to display more tiles which also affects anti-lag too.
    RPG Maker MV is also an HTML5 engine so ¯\_(ツ)_/¯
  14. Yea i know it's great tool, but my maps is too much for it I guess. My parallax maps saved in png is 70mb size, interiors like 10-40mb. Tiles are 2x regular size, I had to cut houses into 4 parts to display on tiled a single one of them. And there was lot of doodads, plus 1600x900 resolution. So I figured out, tiled couldn't handle that amount of information so instead parallax mapping is best for me. Tiled had some nice features thought.

    ZiLl4hwl.jpg
  15. djDarkX said:
    Did you embed the tileset into the map upon creating said tileset in TileD?
    I did not embed the tileset on the map. What does that exactly do? I don't remember reading that in the directions huehuehue. I can try again.

    Right now, I'm just using a stock mv tileset so its 768 x 576.
  16. Yeah, it's not in the documentation because it works off an older version of TileD that did that automatically. This places the tileset reference in the json file that is needed for the plugin to detect and load the tileset(s). Believe me, I was just as confused when I went through it. After playing around with the later versions of TileD and finding out you had to embed the tileset for every map, and that it worked, I made my video tutorial on it to help others with that issue. It's not very good, but it's pretty informative. :p
  17. You don't need to embed tilesets on the map. I haven't been doing that at all. You can just use the 1.0.3 version which is still downloadable on their Github.