Tiled Plugin

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Started by Archeia 132 posts Page 4 of 7 View original ↗
  1. Thank you for this plugin @Archeia.

    I'm having issues with making a map using my own tilesheet.
    The tilesheet is 480x480 with 24px tiles. The map tile size is also 24x24, and the map size is 30x20. .tmx, .tsx and .json are separated. .json map and tileset are in the maps folder, and .png tileset is in the img/tilesets folder. But I experience a bug "Cannot read property 'tilewidth' of undefined".
    More
    l5oNVD62zbUG1l.png
    Video - [embedded media]

    I had this bug even yesterday, but it somehow got solved. Now I got it again.
    Can you help me?
  2. It's not a bug. It's a user error. There's a difference.
    Most likely you are using an external tileset that is not a json file. Please follow the instructions at the post.
  3. Okay, an error. I said I have .json tileset in the maps folder.

    Whatever, I now see the cause of the error. Tiled has this shortcut that allows you to mirror your tile. For me, it's the letter 'X'. When I did not use that, everything worked good, and it gives me an error just as I use that. However, you can remove that mirrored tile, and the game will work again.
  4. Oh yeah, we don't support flipped tiles. I could've sworn I wrote that somewhere.
  5. I realized my original resolution issue went a bit deeper than I thought. When using 16x16 tile and character assets, there's a visible amount of bleeding/blurring without any upscaling. Below is a side-by-side comparison of what the in-game assets look like on the left, and what the source PNG's should look like on the right.

    17mttbZ.png zqeAkHn.png

    I tried using the texture-correcting code found in ArcheiaSnippets.js and ArcheiaRemoveBlur.js, and inserted the "<style type="text/css"> CANVAS{image-rendering: pixelated;} </style>" line into the index.html to prevent any upscale-filtering, but the results were exactly the same. Both the tiles and the sprites exhibit clear changes, so I was wondering if this is just a result of how the TileD plugin inserts itself into the rendering process.
  6. WaterfallDweller said:
    I realized my original resolution issue went a bit deeper than I thought. When using 16x16 tile and character assets, there's a visible amount of bleeding/blurring without any upscaling. Below is a side-by-side comparison of what the in-game assets look like on the left, and what the source PNG's should look like on the right.

    I tried using the texture-correcting code found in ArcheiaSnippets.js and ArcheiaRemoveBlur.js, and inserted the "<style type="text/css"> CANVAS{image-rendering: pixelated;} </style>" line into the index.html to prevent any upscale-filtering, but the results were exactly the same. Both the tiles and the sprites exhibit clear changes, so I was wondering if this is just a result of how the TileD plugin inserts itself into the rendering process.

    Nope. I use 16x16 and don't have this problem. For one, Tiled doesn't even touch character rendering.

    It's possible that your RPG Maker resolution isn't scaling properly. When you take a screenshot, check what resolution it's in and if it follows your set scale. Try disabling community basic from your plugin manager if you have that enabled.
  7. Does anyone know how to do a transfer event from one map, to another map on level 1? (Like going from a Tree house exit to the porch where the front door is) The character seems to default to level 0 (under the porch) and move events don't trigger a level change. (I tried doing a quick move event to change the level before the screen fades in, but it doesn't register.)
  8. Tea's Jams said:
    Does anyone know how to do a transfer event from one map, to another map on level 1? (Like going from a Tree house exit to the porch where the front door is) The character seems to default to level 0 (under the porch) and move events don't trigger a level change. (I tried doing a quick move event to change the level before the screen fades in, but it doesn't register.)

    You can use a variable and add it on a map teleport.
  9. Do I have to add a custom property in TileD? If so, how do I tie it to the transfer event and the variable you mentioned in RPG Maker?
  10. Tea's Jams said:
    Do I have to add a custom property in TileD? If so, how do I tie it to the transfer event and the variable you mentioned in RPG Maker?

    Variable is in Plugin Manager.
    Custom property on tiled for levels yeah and you need a duplicate collision too. The demo should've had a level example IIRC.
  11. Ok, cool. Thank you so much. I looked at the demo, but I must have missed it. :)
  12. Hello,
    thank you for this awesome plugin.

    But I have problems with the zIndex.
    Layers with zIndex set to 1 or 3 works fine. But Layers set to 5 draw below the Hero.
    I use RPG Maker 1.6.2 and test it with Tiled 1.3.1 and Tiled 1.2.3.
    I don't use any other plugins.
  13. BurningBeard said:
    Hello,
    thank you for this awesome plugin.

    But I have problems with the zIndex.
    Layers with zIndex set to 1 or 3 works fine. But Layers set to 5 draw below the Hero.
    I use RPG Maker 1.6.2 and test it with Tiled 1.3.1 and Tiled 1.2.3.
    I don't use any other plugins.

    What are your plugin settings?
  14. The settings are:
    Z - Player = 3
    Z - Below Player = 1
    Z - Above Player = 5
    Half-tile movement = false
    Priority Tiles Limit = 256
    Map Level Variable = 0
  15. BurningBeard said:
    Tiled 1.3.1 and Tiled 1.2.3.

    This is the problem. Tiled Plugin only works using Tiled 1.0.3 - 1.1.6,
    It will not work with 1.2.x unless you save in their 1.1.x legacy version.
  16. Okay I activate the libjson1 plugin in Tiled 1.3.1 and save the map as JSON map files [Tiled 1.1].
    Then I get the Error:
    rpg_managers.js:1949 TypeError: properties.find is not a function
    at getProperty (YED_Tiled.js:1200)
    at Game_Map._setupCollisionFull (YED_Tiled.js:1393)
    at Game_Map._setupCollision (YED_Tiled.js:1368)
    at Game_Map._setupTiled (YED_Tiled.js:1277)
    at Game_Map.setup (YED_Tiled.js:1258)
    at Game_Player.performTransfer (rpg_objects.js:7480)
    at Scene_Map.onMapLoaded (rpg_scenes.js:569)
    at Scene_Map.isReady (rpg_scenes.js:561)
    at Function.SceneManager.updateScene (rpg_managers.js:2018)
    at Function.SceneManager.updateMain (rpg_managers.js:1983)

    Then I download Tiled 1.1.6 and opened and saved the map with it, but I get the same error.
  17. I have a game demo with this with map templates that should work immediately with Tiled. Is there a reason you're not using that? @BurningBeard
  18. Thank you. Now it works. But the solution was not the map template.
    The problem with the zIndex and the error with the JSON map file [Tiled 1.1] format occurred with YED_Tiled v1.30.
    Now I tested YED_Tiled v1.20 with JSON map file [Tiled 1.1] format and everything works fine.
    Can you confirm this problems with YED_Tiled v1.30?
  19. BurningBeard said:
    Thank you. Now it works. But the solution was not the map template.
    The problem with the zIndex and the error with the JSON map file [Tiled 1.1] format occurred with YED_Tiled v1.30.
    Now I tested YED_Tiled v1.20 with JSON map file [Tiled 1.1] format and everything works fine.
    Can you confirm this problems with YED_Tiled v1.30?


    Like I said. It only works with 1.1.0 - 1.1.6 because of JSON structure change from Tiled's development. I do not support 1.2.x+ right now. I even put the exact version in Installation.
    Installation
    To get started on using the plugin, there are some very important information that you need take into mind.
  20. I don't mean the problem with newer Tiled versions.
    I mean this error with the YED_Tiled version 1.30

    rpg_managers.js:1949 TypeError: properties.find is not a function
    at getProperty (YED_Tiled.js:1200)
    at Game_Map._setupCollisionFull (YED_Tiled.js:1393)
    at Game_Map._setupCollision (YED_Tiled.js:1368)
    at Game_Map._setupTiled (YED_Tiled.js:1277)
    at Game_Map.setup (YED_Tiled.js:1258)
    at Game_Player.performTransfer (rpg_objects.js:7480)
    at Scene_Map.onMapLoaded (rpg_scenes.js:569)
    at Scene_Map.isReady (rpg_scenes.js:561)
    at Function.SceneManager.updateScene (rpg_managers.js:2018)
    at Function.SceneManager.updateMain (rpg_managers.js:1983)

    But with version 1.20 it works fine. Thank you.