Archeia, are you using an older version of TileD? It won't work unless you pick to embed them in newer versions. That's why I had issues with it at first.
TileD Plugin (Version 1.3.0+ Released)
● ARCHIVED · READ-ONLY
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The newer version of tileD works just fine so long as you embed tilesets on the map; older versions like 1.3 that Archeia's using doesn't need that. If you don't embed the tileset the map will just come up black; that might be your issue there.
As for the lag, I'm kinda... confused by that. I'm faking isometric in my game, so my maps are really big almost all the time and with a ton of objects and at least 15 layers and 6 tilesets per map AND I have a custom movement script that recalculates the tile coordinates so characters can walk at 23degrees (instead of 45) and I've still got no lag. The only time it lags is when the map first loads and Yanfly's Map/location label thing is displayed. All lag disappears once that fades away. Doesn't matter how many events I have on the map either.
Would really suggest testing your game's scripts for incompatibility with TileD or checking TileD's location in your plugin list. With a full Yanfly+some Galv library (and one custom script) I've got 0 lag with huge 150+tile maps; so at the very least I know those work with this. Test some of your other scripts if you have them, or try reducing the size of your tilesets down to UNDER 1024 and just making more of them. -
Hmmmm.... I'm still just using 1.0.3. x.x I'll still try embedding it.
I also don't think it's a conflict in plugins since I've toggled all plugins off at some point.
The last thing I could think of is replacing files for Yanfly's performance update.
EDIT:
I guess another question would be about the tsx files? Do those also need to be in the tilesets folder. and what should I name them? -
Hmmmm.... I'm still just using 1.0.3. x.x I'll still try embedding it.
I also don't think it's a conflict in plugins since I've toggled all plugins off at some point.
The last thing I could think of is replacing files for Yanfly's performance update.
EDIT:
I guess another question would be about the tsx files? Do those also need to be in the tilesets folder. and what should I name them?
No, you don't need the TSX files at all. You should be exporting them as JSON files and naming them Map1.json (as per the in-game map ID) etc. Maps go in their OWN folder named maps in the root of your project (so like, when you first double click to open your project folder; maps folder should be RIGHT there).
If you've done all that, embeded the tileset, checked to make sure your tilesets are in the right folder, and it's still not working... try it in a blank project just to be safe. ALSO... make sure you're NOT using Gary's modified version if you're new to this plugin. I still can't get that one to work. Use Archeia/Yami's unless you *really* need Gary's additions. -
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.
Hi.
Did you ever figure out how to fix this? I've finally got TileD working but, now that the tilesets are loading. I've noticed that events are also desyncing. I had a floating island object on a move path, but it took 2 events to display correctly. That was when I walked off screen and when I came back into view the events became desynced. I noticed the longer they were off screen the more desynced they were. -
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No, nothing, but Archeia is looking into it.
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Update:
Animation Desynch is now fixed. Thank you @Dr.Yami -
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Quick Question, on the first page the link for the download goes to a dropbox, but I've seen a few different posts in this thread about a PDF with directions. I've tried to download the rar that supposedly had them, but the download link doesn't work. Is the PDF located in another place or am I blind I missed the link about the PDF?
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Funny you should ask. Someone asked me on my Tiled Tutorial video about the collision tiles I used in the video and I was checking this thread to link them the original ZIP, but it seems to have poofed. I still have it, though, so here ya go:
https://www.dropbox.com/s/29l06yvfnrw65f9/TileD Public Release Ver 1.3.1.rar?dl=0
Keep in mind that this is using an older version of the Tiled plugin for MV 1.5.0+, so make sure not to use this version and instead use the updated one on the front page. -
Thanks, I have another question. I've embed my tile sets and made an area (just grass to test), so I put it down and inside Tiled it shows up correctly. So then when I launch the game, the tiles are totally different. It's not even apart of the same tileset! I've linked some pictures below and I've noticed it seems to be random on what it does it on. Is there a hard limit on the amount of tilesets allowed to be apart of Tiled?
This is my view in Tiled:
https://i.imgur.com/deHmcUn.png
This is what I see when the game launches:
https://i.imgur.com/SWroNMZ.png
Edit: Well, I fixed my own issue, seems that Tiled 1.0.3 gets upset once you hit about 10 Tilesets linked to it (once I dropped below 10, the tilesets displayed correctly). -
Well, I fixed my own issue, seems that Tiled 1.0.3 gets upset once you hit about 10 Tilesets linked to it (once I dropped below 10, the tilesets displayed correctly).
Huh? That shouldn't be the case. I'll try to figure it out sometime when I cross that bridge. -
A work in progress :kaocry:

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Wow, very, very nice!
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Is this plugin can break the 5 tileset file limit per map?
So I can do mapping with 20++ tileset image file on one map. -
Yes, you can have as many tilesets as you want, however, I personally believe that doing custom ones with only the tiles you really need would work better to reduce game size overall.
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Also if you want, you could use TileD as an editor (with no Tileset Limit) and export maps as images for use as Parallax. You can have an unlimited amount of tiles per map, however, I believe if you're using the plugin along with the editor, I've read that the max is 10 tilesets before you'll start running into some glitches.
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It's weird to use more than 10 tilesets in a single map in the first place.
Especially if you consider that it's ten 1024 x 1024 sized tilesheets. -
Hey. I came from this thread: https://forums.rpgmakerweb.com/index.php?posts/897288/ to ask if maybe some more experienced Tiled users can give me some tips:
1) How do you manage to create maps without RPGM autotile support?
2) How do you manage eventing when you can't see the map you've made in the editor?
3) Any tips on making it easier and faster to create passability for maps?