Ahh... Maybe I'm doing something wrong but does the autotile converter really support the XP style autotiles? I'm copying the file name from the guide but it doesn't seem to do anything.
Tiled Plugin
● ARCHIVED · READ-ONLY
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Hi there! Absolutely love this plugin. It's been a lifesaver for me and my project with allowing more layers for my tilesets.
I'm experiencing a small issue where some of the animated tiles are out of sync with each other. In the tile animation preview in Tiled, they are in sync with each other fine, but it's when I playtest in RPG Maker MV that they are out of sync.
I noticed that @djDarkX experienced a similar issue over on Page 20 of the old thread where they worked out that if they aren't the same animation tile, they desync. Then I noticed that this is the case for me too. It seems that it was later fixed, but I couldn't find how it was resolved. I'm trying to figure out what could be the issue, but not having no luck so far... Any help would be greatly appreciated.
I'm using RPG Maker MV Version 1.6.2 and Tiled Version 1.0.3. The YED_Tiled Plugin is Version 1.20. I did try YED_Tiled Version 1.30 to see if that would resolve the issue, but there was an error when loading my game saying "properties.find is not a function" so I switched back to 1.20 as I later noticed it mentioned that 1.30 was a beta version. -
Hi there! Absolutely love this plugin. It's been a lifesaver for me and my project with allowing more layers for my tilesets.
I'm experiencing a small issue where some of the animated tiles are out of sync with each other. In the tile animation preview in Tiled, they are in sync with each other fine, but it's when I playtest in RPG Maker MV that they are out of sync.
I noticed that @djDarkX experienced a similar issue over on Page 20 of the old thread where they worked out that if they aren't the same animation tile, they desync. Then I noticed that this is the case for me too. It seems that it was later fixed, but I couldn't find how it was resolved. I'm trying to figure out what could be the issue, but not having no luck so far... Any help would be greatly appreciated.
I'm using RPG Maker MV Version 1.6.2 and Tiled Version 1.0.3. The YED_Tiled Plugin is Version 1.20. I did try YED_Tiled Version 1.30 to see if that would resolve the issue, but there was an error when loading my game saying "properties.find is not a function" so I switched back to 1.20 as I later noticed it mentioned that 1.30 was a beta version.
This issue happens because of how RPG Maker handles antilag with tile animations (aka once they're off camera, they stop. If you come back they resume and then they're now desync'd). Depending on what type of animation this is, how to "fix it" will vary massively and you'll have to do some problem solving. E.g. Fountain tiles will have to be "a large tile" in tiled and not by "tiles"
Also I stopped using MV so I can't help you. -
awesome work :)
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Hi. Thanks so much for this plugin. Very impressive work!
I have a bug to report that may turn out to be a misunderstanding of how the system works. I haven't seen much documentation about map levels, but I've worked out that:
- a layer with "toLevel" property lets you change the player's current level
- a layer with "hideOnLevel" property lets you hide contents of a layer when on a particular level
That's all fine. The bug is that the "toLevel" property doesn't let you change to map level 0 (which is the default starting level). I've tracked the bug down to line 1687 in "YED_Tiled.js":
if (!layerData.properties || !layerData.properties.toLevel) {
The condition returns false either if a layer has no "toLevel" property, or if a layer's "toLevel" property is set to 0. This is a problem as you start on level 0, but cannot then return to it.
Also, there is a bug where changing to a level (via "toLevel" property) that has no collision layer assigned to it crashes the game.
Also, I haven't figured out what effect a layer's "level" property has, beyond using it on collision layers. If that's all, then that's enough, but existing documentation suggests that it may have other effects.
EDIT: Ok, the "level" property is also important to set beside the "toLevel" property, which only triggers if it is stepped on when its level matches the current level. I wonder what else the "level" property is useful for. -
Is there a version of this plugin that can be used for RM MZ?
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Tiled Plugin for RPG Maker MZ by VisuStella, VisuStellaMZ, ArcheiaIs there a version of this plugin that can be used for RM MZ?
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My map appears as a black space. What I mean, is that whenever I load the map, it just appears as straight up black. The size of the map in the TileD program stays, but the map itself is just straight up black.
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Tiled Plugin F.A.Q - Tiled Plugin for RPG Maker MZ by VisuStella, VisuStellaMZ, ArcheiaMy map appears as a black space. What I mean, is that whenever I load the map, it just appears as straight up black. The size of the map in the TileD program stays, but the map itself is just straight up black.View attachment 250157
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Hi, I am new to RPG MAKER MV and I am currently making my game want to use this plugin. I keep running into the message called "Uncaught" TypeError: Cannot read property 'tilesets' of null" after I transfer the plugin from the Tiled_RMMV_Ver1.6.1_Tiled_1.0.3. I don't what to do and I even been able to recreate it in a seperate project.
The debug code was
PixiJS 4.5.4 - ✰ WebGL ✰ http://www.pixijs.com/ ♥♥♥
maps/Map2.json Failed to load resource: net::ERR_FILE_NOT_FOUND
rpg_managers.js:1919 Uncaught TypeError: Cannot read property 'tilesets' of null
SceneManager.onError @ rpg_managers.js:1919
rpg_managers.js:1920 chrome-extension://odlameecjipmbmbejkplpemijjgpljce/js/plugins/YED_Tiled.js 227
SceneManager.onError @ rpg_managers.js:1920
YED_Tiled.js:227 Uncaught TypeError: Cannot read property 'tilesets' of null
at Function.DataManager.loadTilesetData (YED_Tiled.js:212)
at XMLHttpRequest.xhr.onreadystatechange (YED_Tiled.js:170)
I am scratching my head atm and don't know what to do -
Did you copy the TileD plugin straight from the new demo project in this thread?My map appears as a black space. What I mean, is that whenever I load the map, it just appears as straight up black. The size of the map in the TileD program stays, but the map itself is just straight up black.View attachment 250157
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yeah
Did you copy the TileD plugin straight from the new demo project in this thread? -
Make sure that you have the right version of TileD, not the latest one but the one here: https://github.com/mapeditor/tiled/releases/tag/v1.0.3
Also save the tileset files as json or embed them in the map -
okay so im editing this to prevent double posting, because ive run into another problem.
im currently trying to use directional collisions in my game, but the custom properties wont load correctly. and when they do, they dont work when i load into the game and work as if there were no collision blocks there at all.
i have the collision layer set to tile-base and i added the custom properties to all of the directional collision tiles. any help would be appreciated :kaoeh:
another edit: the problem has been fixed! i dont remember what i did but it works now!! -
This plugin doesn't work on web deployment. It can't find the map files.
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I deployed tiled project just yesterday for both MV and MZ Tiled to the web so I have no idea what's happening there
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just wondering, would the 1.6.1 version work with rmmv 1.6.3? since its not a huge update, but theyre still different versions.
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There's no code difference from 1.6.1 on.just wondering, would the 1.6.1 version work with rmmv 1.6.3? since its not a huge update, but theyre still different versions.
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Hey! This is an extremely useful plugin and it's really exciting to see there's still people working with it. I'm wondering if someone can help me with a bit of a weird mechanic I'm trying to achieve.
I'm making a game that features a mechanic where certain chapters "remove" colors from the palette in a way thats a bit too complicated to simply turn on a filter/color overlay, so I'm making different tilesets for each scenario. Typically then I could switch tilesets when on each map to change the colors. While that'll still work for entities, I'm not sure this plugin has such a feature? Is there an option I'm missing or possibly a script I could write to achieve the same thing, or will my only option be making entirely new maps for after the effect is in place? -
PLEASE remember what you did lmaookay so im editing this to prevent double posting, because ive run into another problem.
im currently trying to use directional collisions in my game, but the custom properties wont load correctly. and when they do, they dont work when i load into the game and work as if there were no collision blocks there at all.
i have the collision layer set to tile-base and i added the custom properties to all of the directional collision tiles. any help would be appreciated :kaoeh:
another edit: the problem has been fixed! i dont remember what i did but it works now!!