TileD Plugin (Version 1.3.0+ Released)

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Started by Archeia 471 posts Page 3 of 24 View original ↗
  1. Parallax Panda said:
    Q.1 From what I understand this is better (in every possible way) if you compare to mapping in MV's built in map editor. Only drawback seems to be that you won't have your map visual inside of RM so placing events etc will be a little bit more work since you probably need to toggle between MV and TileD to make sure you place them in the right place. Hence it wouldn't be as fast. Correct?
    Not really.


    As someone who worked with this, events is the least of your problems. It's being more aware of where you have to put your objects that will be the problem. Same as parallax mapping so it's non issue. You can put events everywhere as long as the map is at the correct size and you tag them properly. For transfering players, you will have to use variables.

    Q.2 Now what I really want to know is how this compare to parallax mapping in GIMP (which is what I prefer at the moment). What are the pro's and con's to traditional parallax mapping with overlays? If I understand this right, this will be used instead of the tilesets layers so I suppose I could still use GIMP to make lightning, fog, extra overlays etc? Is there any reason why I wouldn't want to do that?
    There shouldn't be any problem.

    Q.3 I know of TileD but I have never really used it myself. from what I understand it is a map editor that works  similar to the one in MV but you'll have as many layers as you want. Is it also possible to place tiles outside of the grid (the way you can while parallaxing) or would I have to stick to the grid?
    You are confined to a grid. What you are not confined to is 'tilesheet layouts'. You can have long and wide tilesheets without having to worry. Just place your tiles differently solve it.

    I also like to use brushes and such to paint on top of my tiles (finishing touches!). Is there anyway to do this if I lay out the basics in TileD?
    TileD is a map editor not an art program. So no. You can export your maps as PNG though.

    Q.4 Lastly, it says that you can set your own collision to whatever you want. But would this really make any difference if you'r not using a pixel movement plugin? I mean even if the collision is set to 16x16 the standard movement in MV will still be 48x48 snap to grid and I suppose that you can't move any space that have a collision (even if it only takes up 1/4 of the square). I might have misunderstood this completely but I can't understand how this would be useful if it works as I think it does? Please do explain. :distrust:
    If I have a 16x16 Tile Grid collissions are 16x16. Just like How MV works now. Theoretically speaking if you are that desperate for pixel movement, just make the tiles 1x1 and just select multiple tiles. Actually rereading your post here now, no it doesn't snap to 48x48. As we said, if you have a tile grid of 16x16, EVERYTHING from movement to collision will be the same size as the grid you set. Our video shows this already that the character is moving at 16x16 than 32x32 irregardless even when the tiles are 32x32.
  2. @Archeia

    Thanks for answering so quick! :)

    I'd like to add that I know that TileD is not a art program. I was wondering if there was anyway to use the program to draw out the base and then open it in PS or GIMP to use brushes for the final touches. I suspect it can't be done since it exports to json? Of course I guess it could be done on a separate overlay but that might require another PNG which equals more file size. That's why I'm asking.

    Also, regarding the collisions. While I do like pixel movement I am by no means desperate for it. Just wondered how one would use this feature. I understand that you can set the collisions to whatever you want in TileD(?) but that is not connected to how the character moves in MV unless you use another plugin for that(?) ...or does it indeed overwrite the default grid used for movement as well? Similar to Shaz "Change Tile Size" plugin? In that case, that is awesome! But even so, wouldn't making the grid 1 pixel be much more performance heavy because there is more to process? Just a speculation, I have no idea how RM works behind the curtains.
  3. Parallax Panda said:
    @Archeia


    Thanks for answering so quick! :)


    I'd like to add that I know that TileD is not a art program. I was wondering if there was anyway to use the program to draw out the base and then open it in PS or GIMP to use brushes for the final touches. I suspect it can't be done since it exports to json? Of course I guess it could be done on a separate overlay but that might require another PNG which equals more file size. That's why I'm asking.
     
    You can edit your tilesheet while mapping in TileD. It will automatically update without having to go to a new map. Want to brush over them? Make a duplicate tile and brush over it, save in another art program and check back in TileD.

    Also, regarding the collisions. While I do like pixel movement I am by no means desperate for it. Just wondered how one would use this feature. I understand that you can set the collisions to whatever you want in TileD(?) but that is not connected to how the character moves in MV unless you use another plugin for that(?) ...or does it indeed overwrite the default grid used for movement as well? Similar to Shaz "Change Tile Size" plugin? In that case, that is awesome! But even so, wouldn't making the grid 1 pixel be much more performance heavy because there is more to process? Just a speculation, I have no idea how RM works behind the curtains.
    It's the same. Again, like I said. This plugin alone will change movement AND collision depending on the tile grid you set. I don't know about performance, I never used Pixel Movement since I have no use for it and they tend to be really slow. When I was working with unity I had to use 8 pixels just to move at a significant pace.
  4. @Archeia

    Nice, I thinks I understand a little better what this plugin is now. Going to try it out.

    Just one more question then, what is the terms of use for this plugin? And how do you guys want to appear in the credits?
  5. Free. Just credit me and yami. It'll help to spread the word around I guess? w
  6. Hmm... how would you work around water animation, for example?
  7. You can use a parallax, picture or RMMV's autotiles if i recall correctly.
  8. I've played around with the editor and like it a lot. Though the lack of autotile support is a small let down, It'll be fine as long as I rearrange the images Tile A.

    One thing I hope to test with this are Celianna's and Lunarea's steampunk Parrallx tileset. It's going to take a lot of formating, but I hope it pays off. :p
  9. Seacliff said:
    I've played around with the editor and like it a lot. Though the lack of autotile support is a small let down, It'll be fine as long as I rearrange the images Tile A.
    Actually TileD does have autotile but it's refered to as the terrain tool. Personally I've not been able to set it up correctly (The problem probally being using 16x16 tiles of 32x32 tiles screwed it up) but if you want to check it out here is the documentation for it.

    I'll be hopefully getting up a video tonight going over everything mentioned in the orignal post of the topic so hopefully that will help with some of your questions. If you really want to like have more in depth instructions right this second though here is the script for the video so you'll just need to know where the actual TileD functions are.
  10. charblar said:
    Actually TileD does have autotile but it's refered to as the terrain tool. Personally I've not been able to set it up correctly (The problem probally being using 16x16 tiles of 32x32 tiles screwed it up) but if you want to check it out here is the documentation for it.
    Yeah the terrain tool operates in a way that's quite different to the way RPG Maker handles its autotiles, I think its a lot more basic because it doesn't seem to do any sort of tricky/smart subtile division and composition like RPGM does. You can see this by the fact that it makes 3x3 areas of tiles compared to the 1x1 you get by default in RPGM. Holding down ctrl is a little better, but it still gives you 2x2 - a path or something might appear to be 1x1 but it's aligned on the border between 2 tiles. Pre-VX format autotiles would have worked with the terrain tool but you would have the same limitations.

    That's all kinda besides the point though because doing it manually is currently the only real choice as far as RMMV is concerned. The good thing is that Tiled is open source, so technically anyone could come along and implement RPGM-style autotiles in it.

    Edit:

    I did find this for VX/Ace: https://groups.google.com/forum/embed/#!topic/mapeditor/hYrOHj_FSHk

    Download is here. Maybe someone could modify it for MV/recent versions of Tiled, then with a bit of tweaking you could go back to using 48x48 tiles. Or maybe someone could just write something similar as a RMMV plugin and let the engine do the work.

    Archeia said:
    You can use a parallax, picture or RMMV's autotiles if i recall correctly.
    For parallax/pictures, are you just referring to a scrolling effect? Or are you talking about changing them on a timed loop?

    How would you use RMMV's animated autotiles, I'm not sure how that would work?
  11. I may have ran into a bug. The plugin in itself works just as intended (and thank you so much for making it!) but there's an error when I try to save (or fail to in this case). I tested it in a fresh project with nothing else than this plugin and it still occurs. The error message in the console is this one : http://i.imgur.com/nAReG5g.png and i suppose it can easily be reproduced. 

    Thank you in advance!
  12. Are you running MV in Admin Mode? Where is the game folder located? Are you able to write in that folder?
  13. when I try to save the game, the save doesn't  happen, and you hear the SE buzzer1.

    I tested it in a fresh project, with only this plugin.

    If I disable the plugin, I can save normally.

    Edit:

    There is the possibility that in the future we can use, the Tiled animation editor?
  14. I'll look into the save issue. As for animation editor, I don't know yet. Yami is extremely busy with schoolwork and commissions too. And I barely have time to really test the systems out myself.
  15. Yeah, I checked again and I can save without any problem if the plugin is disabled.

    Thanks again for your time!
  16. TileD is now updated to 1.1.1 

    You can now save :)
  17. Thank you for the fast fix, works like a charm now!
  18. Seacliff said:
    I've played around with the editor and like it a lot. Though the lack of autotile support is a small let down, It'll be fine as long as I rearrange the images Tile A.


    One thing I hope to test with this are Celianna's and Lunarea's steampunk Parrallx tileset. It's going to take a lot of formating, but I hope it pays off. :p
    I guess I do not understand why you would need to format anything, if TileD allows tilesheets of any size, and 32x32 tiles are supported....


    ****************************************


    Am I unreasonable to think that an Ace game made up of maps only could be ported over to MV, then the TileD plug-in could allow further mapping and gameplay at 32x32?
  19. thanks now works ^^