TileD Plugin (Version 1.3.0+ Released)

● ARCHIVED · READ-ONLY
Started by Archeia 471 posts Page 8 of 24 View original ↗
  1. Liquidize said:
    Can you guess what is being added......? Did you guess TileD animation tiles? I sure hope you did, because that is what is displayed above :D
    This just keeps on getting better ,lol 
  2. We're having a huge update soon! But we need to make a video tutorial first. Thank you liquidize :D
  3. Archeia said:
    We're having a huge update soon! But we need to make a video tutorial first. Thank you liquidize :D
    Can hardly wait...and i have to say , while my mapping still sucks , at least i enjoy it a bit more than when i had only the RM editor to map in ..i cant say thanks enough
  4. Liquidize said:
    I hope you are looking to be able to use TileD animation tiles as much as I am :) !
    Can't wait!
  5. I did some experiments with this plugin and the default RMMV tilesets, and so far I am loving it. Good job!

    However, I have a bit of a problem and I am not sure how to fix it. It's not a bug, but a consequence of using Tiled:

    Because it is apparently necessary if I want to use A type tilesets correctly, I had to set my grid to 24x24 instead of 48x48 in Tiled. As a consequence, in game, a 24x24 grid is used too. Since all props are made with a 48x48 grid in mind, if a character or NPC faces a prop (let's say a chair), he will be a little bit on the right, or a little bit on the left, but can not be centered. (basically, in the chair example, my character cannot look like it is sitting properly)

    Is there a way around this issue without having to basically create props as events?

    Thank you!
  6. Kaul said:
    I did some experiments with this plugin and the default RMMV tilesets, and so far I am loving it. Good job!

    However, I have a bit of a problem and I am not sure how to fix it. It's not a bug, but a consequence of using Tiled:

    Because it is apparently necessary if I want to use A type tilesets correctly, I had to set my grid to 24x24 instead of 48x48 in Tiled. As a consequence, in game, a 24x24 grid is used too. Since all props are made with a 48x48 grid in mind, if a character or NPC faces a prop (let's say a chair), he will be a little bit on the right, or a little bit on the left, but can not be centered. (basically, in the chair example, my character cannot look like it is sitting properly)

    Is there a way around this issue without having to basically create props as events?

    Thank you!
    you have to rearrange the image itself on the sheet. and offset it a bit here and there. :(
  7. I see, thank you for your answer.

    It brings another question, since it means tampering with tilesets:

    Will my map still work with MV if I use tilesets which are bigger than what MV natively accepts (not bigger tiles, just bigger tilesets, more tiles per tileset). Will it still work with MV if I use more tilesets per map than what MV natively accepts?

    I am assuming that yes, but I want to be sure since I have only tested with the default tilesets so far.
  8. Kaul said:
    I see, thank you for your answer.

    It brings another question, since it means tampering with tilesets:

    Will my map still work with MV if I use tilesets which are bigger than what MV natively accepts (not bigger tiles, just bigger tilesets, more tiles per tileset). Will it still work with MV if I use more tilesets per map than what MV natively accepts?

    I am assuming that yes, but I want to be sure since I have only tested with the default tilesets so far.
    The maps aren't confined in MV's requirements, so yes.
  9. Thank you! It sure is convenient.
  10. any news?
  11. I'm extremely busy right now so everything is slowed down by a crawl. I'm still trying to organize some forum stuff myself.
  12. WOW!
     


    I gotta say this sounds like it would be extremely useful for developing an open world  RPG Maker game, I may just give it a shot for the next game I develop, which I plan for to be entirely open world. The one I am working on now is much more linear.
  13. I'm either really dumb, or I managed to make this plugin explode. Not sure which yet.


    Plugin Name: YED_Tilemap


    Error Message: 


    Ok, so when I downloaded the YED_Tilemap.js file from the dropbox link on the first post here, this error gets thrown. If I download and use the YED_Tilemap.js file downloaded straight from Yami's Github this error doesn't throw. (https://github.com/suppayami/yami-engine-delta/tree/master/build/Tilemap) I have no idea what the fundamental differences are between the two versions as they should be the same version...

    TypeError: Cannot read property 'getBlockTransferParams' of null
        at Layer._drawTile (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:1044:30)
        at Layer._renderTileLayer (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:915:18)
        at Layer.renderLayer (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:877:18)
        at Core.render (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:1554:19)
        at Core._updateRender (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:1541:18)
        at Core.update (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/plugins/YED_Tilemap.js:1536:14)
        at file:///C:/Users/chloe/Documents/Games/ashistestproject/js/rpg_core.js:3918:19
        at Array.forEach (native)
        at Tilemap.update (file:///C:/Users/chloe/Documents/Games/ashistestproject/js/rpg_core.js:3916:19)
        at file:///C:/Users/chloe/Documents/Games/ashistestproject/js/rpg_core.js:3290:19




    How to Replicate Bug: 


    NOTES: My tileset is 24x24px, and my TileD map is 30x30 tiles. Therefore the map I made in MV was 15x15 tiles. I'm using the first map, 001:MAP001. Plugin is at the top of the list (well, it's the only plugin on the list... soooooo...). Maps folder is in the game's root, and the TileD map settings are set to CSV and Orthangonal.


    I followed the instructions on the first post;

    • downloaded YED_tilemap.js, put it in the plugins folder of my test project (which is a blank project)
    • exported my map out of TileD as map1.json (and took care of the following before exporting)

      two layers have custom properties (collision) set to true, the rest have no custom properties
    • changed the tilset reference image to be the one in my game's folder> img/tilesets

    [*]made sure my tileset image (I only have one) is in my game's folder > img/tilesets

    [*]imported the plugin into RPG maker MV and turned the plugin ON

    [*]created an event at tile 14,0 and added a comment box with <position: 29,0> in it

    [*]set my character starting position to a place where I know there's no collisions, saved and hit test game.


    If I use the JS file from the first post's dropbox link, I get the error message above. If I use the JS file from the GitHub, then I get a black screen with a sprite that can't move. That said, if I add tiles from the MV editor, my sprite can move. It's almost like at that point that version of the plugin isn't doing anything at all. I have tried putting in Yanfly's Core engine plugin above this one with no changes.


    I did just update MV today via steam, so I have no idea if that has anything to do with it. Shouldn't, but you never know.


    I can provide the game files and screenshots if needed. Files would probably be better, but I have the sneaking suspicion that I'm just missing something super basic. (TT^TT)


    Thank you! <3
  14. @ashikai That github build you posted is a 1.1.2 version, where the semver on the OP is 1.2.0. 1.2.0 should be backwards compatible with 1.1.2, but be aware that there will be differences.

    I just tried using the plugin, version 1.2.0 from OP, and it worked fine. Did you use any other plugins that might be causing incompatibility? Is the map1.json in a maps folder in the project root?
  15. ロリ先輩 said:
    @ashikai That github build you posted is a 1.1.2 version, where the semver on the OP is 1.2.0. 1.2.0 should be backwards compatible with 1.1.2, but be aware that there will be differences.

    I just tried using the plugin, version 1.2.0 from OP, and it worked fine. Did you use any other plugins that might be causing incompatibility? Is the map1.json in a maps folder in the project root?

    In the first test, I was using Galv character frames, but after turning those plugins off and still getting the error, I created a new blank project and tried it again. So with zero plugins on a fresh project I'm still getting the same issue. That's kinda why I'm thinking I'm either doing something terribly, terribly wrong (which would be weird because I read the instructions over and over and double-triple checked them as I went), or I magically made the plugin explode. ._____.;;;;
  16. @ashikai Try verifying your files from Steam, just in the event that any of the base project data was damaged on your end. Upload that fresh project, with a tiled map, and I'll see if there are any discrepancies with a fresh project on my end.
  17. (Sorry I have no idea how to @ your name since they're japanese characters)

    ロリ先輩 said:
    @ashikai Try verifying your files from Steam, just in the event that any of the base project data was damaged on your end. Upload that fresh project, with a tiled map, and I'll see if there are any discrepancies with a fresh project on my end.

    I verified my files and nothing was wrong with them, but I uninstalled and reinstalled anyway. Recreated a new blank test project and I'm still getting the same errors.......


    I removed items in the audio and img folders to reduce the filesize (400mb is a bit much...) with the exception of the tilesets folder so likely those folders will need to get copied over. 


    download in the spoiler 

    Spoiler
    https://drive.google.com/file/d/0B69HUPtYRi1ScFAzcTdHOFFib2c/view?usp=sharing


    Thank you! //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif
  18. @ashikai The file you uploaded is missing the isaac-walk%(4).png  file under tilesets- looks like you may have a rogue tileset within your instance of Tiled. 
  19. ロリ先輩 said:
    @ashikai The file you uploaded is missing the isaac-walk%(4).png  file under tilesets- looks like you may have a rogue tileset within your instance of Tiled. 

    AHHH I figured out the issue! Tis not a plugin issue, but an issue with TileD. That sheet you mentioned I remember importing once early on in my tmx file, but I deleted it from that TileD tmx file shortly after. It must remember every tileset you import regardless of whether or not you remove it later. I created a new .tmx file and tossed in a single tileset and two layers (to test collision) and it works perfectly now.


    Good news is that it's not a plugin bug or me being (very) dumb. This is useful information!


    Thank you for your help! //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif
  20. ashikai said:
    I figured out the issue! Tis not a plugin issue, but an issue with TileD. That sheet you mentioned I remember importing once early on in my tmx file, but I deleted it from that TileD tmx file shortly after. It must remember every tileset you import regardless of whether or not you remove it later.



    If it's an issue with Tiled I'd like to know about it so that I may fix it.  Unfortunately, I don't quite understand your issue. Can you describe it in more detail and tell me what you had expected Tiled to do differently?