Shaz

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Nice!  I might use that myself, along with this plugin, as the 32x32 tiles and the Ace-sized characters just feel so small in the MV sized window.
 

Shaz

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I've made a couple of small mods to this plugin.


Implemented the change suggested by MikeMakes to reduce choppiness when you set tile size to 32.


Removed the need to give the js file a specific name.
 

Shaz

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I've made another update to this plugin.


Now the resources in your new image folders will be included when you deploy your project and check the 'exclude unused files' box.  Unfortunately, the 'dummy' resources for the editor can't be excluded by the plugin, so you'll still have to copy them away manually prior to deployment and put them back again afterwards, if you don't want them included.


Rather than just grabbing all the files in those folders, or grabbing everything in the tileset, the script will actually load up all the map files and check what tilesets and parallaxes are used on the maps.  It also looks through all map events, common events and troop events, and grabs any tilesets or parallaxes used in the Change Tileset or Change Parallax command.
 

NeoPGX

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OK so here is a strange issue. when I have the plugin ON and go to the game. (I always use new game to test changes to plug ins) But when it loads up, the map is blank!

Only actors and events are visible. 
 

Shaz

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Do you have your tileset images in the correctly-named folder, as specified in the plugin parameters?  If you renamed it when saving, did you also get rid of the original one?


If that doesn't help, could I please see a screenshot of your plugin parameters, and a screenshot of your img folder so I can see file names.  
 
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NeoPGX

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Do you have your tileset images in the correctly-named folder, as specified in the plugin parameters?


Yes. I even double checked just now.

 
 

Shaz

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can you please provide the screenshots I mentioned (I edited the post while you were checking)?
 

NeoPGX

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Here you go.

Img_Folder.PNG

Plugin_Params.PNG
 

Shaz

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Your tile size is way too big.  As per the posts immediately above yours, where the tile size was 96, MV (or Javascript) is not capable of loading such large images.


This plugin was primarily designed as a way for people to port their Ace games into MV and be able to work on them without sourcing new images, so it was really intended for use (and tested) with tile sizes smaller than MV's 48x48.  You may be able to go a LITTLE bigger, but not much (I tried 72x72 and that's still too big).


The solution used by the person who previously had a similar issue might work in your situation too - instead of using such large tiles, he used 48x48 tiles without this plugin, and grabbed a zoom script.


Maybe I should add a warning/disclaimer to the script documentation stating that it's only guaranteed to work with tiles smaller than 48x48.
 
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NeoPGX

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Your tile size is way too big.  As per the posts immediately above yours, where the tile size was 96, MV (or Javascript) is not capable of loading such large images.


This plugin was primarily designed as a way for people to port their Ace games into MV and be able to work on them without sourcing new images, so it was really intended for use (and tested) with tile sizes smaller than MV's 48x48.  You may be able to go a LITTLE bigger, but not much (I tried 72x72 and that's still too big).


The solution used by the person who previously had a similar issue might work in your situation too - instead of using such large tiles, he used 48x48 tiles without this plugin, and grabbed a zoom script.

 
The thing is though this was not an issue before I upgraded the project to 1.3.3. It was working just fine.

Only just updated this plugin right before I posted here.
 
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Shaz

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What was the previous version you had?  MV 1.3 completely changed the way drawing is handled, by upgrading to the new version of Pixi and using WebGL.  I didn't have to make any changes to the plugin to make it compatible with 1.3.*


I've only made some very minor changes between this version and the last, and only one of them would have anything to do with the way things are drawn.  If you want, you can try and undo this change (it's just a matter of commenting out those two lines in the Tilemap class), but you risk re-introducing the choppiness that that mod removed:
 
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NeoPGX

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What was the previous version you had?  MV 1.3 completely changed the way drawing is handled, by upgrading to the new version of Pixi and using WebGL.  I didn't have to make any changes to the plugin to make it compatible with 1.3.*


I've only made some very minor changes between this version and the last, and only one of them would have anything to do with the way things are drawn.  If you want, you can try and undo this change (it's just a matter of commenting out those two lines in the Tilemap class), but you risk re-introducing the choppiness that that mod removed:


I think it was 1.2.* But is there anyway to force MV to display the tiles and still not have the choppiness?
 

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The issue seems to be caused by the changes in 1.3 - so if you MUST have the larger tiles and don't want to use regular-sized tiles with a zoom script, the only option I can see is to revert to 1.2 and use the newest version of the plugin.  The only changes are the choppiness fix, allowing you to give it a different file name, and listing the resources used so they'll be included when you deploy your project.  You won't need to revert to the previous version of the plugin.


Personally I'd look at an option with smaller tiles.


The other thing is, if the tiles are not showing, there might be an error message on the console.  I'm not offering to check and fix it, but if you take a look, it might confirm that that IS the reason.
 
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NeoPGX

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The issue seems to be caused by the changes in 1.3 - so if you MUST have the larger tiles and don't want to use regular-sized tiles with a zoom script, the only option I can see is to revert to 1.2 and use the newest version of the plugin.  The only changes are the choppiness fix, allowing you to give it a different file name, and listing the resources used so they'll be included when you deploy your project.  You won't need to revert to the previous version of the plugin.


Personally I'd look at an option with smaller tiles.


Actually on second thought, the map zoom should do me just fine. It's the same tiles as the default anyway, upscaled, to make up for the extremely high resolution I gave it (4K). Not that you would've been able to tell.
 

Shaz

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Check out this post then, higher up in the thread:





If that works, it would be a much better solution for you.
 
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NeoPGX

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Check out this post then, higher up in the thread:





If that works, it would be a much better solution for you.


I had actually already installed and tried this before you replied. But thanks.

However I may need a solution in the future if a successor to MV is released while working on a game and I decide I want to use those (assuming they are bigger and more detailed) tiles instead.
 
 

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How is maximal optimal size for tiles with this plugin? Because if i go too high i can make some computers cook their self.


But it's true than nobody said my game must can run on every pc because it's rpg maker rpg. :D
 

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The purpose of this plugin was to allow people to use the resources from their VX Ace projects in MV without having to resize them.  So that's a 32x32 tile size.  Someone tested with 16x16 and that worked well, too.  It wasn't designed with larger tiles than MV in mind (anything bigger than 48x48), I didn't even consider that people might want to use larger tiles when I wrote it, and it's already been discovered that some tile sizes are just too big - not because of the plugin, but because of the limitations of the engine (not sure if it's an MV thing or a Pixi thing).


So in short, for smaller than 48x48, you should be okay, for larger, don't expect it to work.
 
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Minakill

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Okey thanks. :)


So old school game here we go. And it's have plus then people can buy and use VX Ace resources in MV. :)

can i change 32x32 tiles to 48x48? i dont know how.... i want to buy the horror bundle, but first i have to make sure, or i cant use it ;)

Yep you can but you already know that. Yes, are you?

The purpose of this plugin was to allow people to use the resources from their VX Ace projects in MV without having to resize them.  So that's a 32x32 tile size.  Someone tested with 16x16 and that worked well, too.  It wasn't designed with larger tiles than MV in mind (anything bigger than 48x48), I didn't even consider that people might want to use larger tiles when I wrote it, and it's already been discovered that some tile sizes are just too big - not because of the plugin, but because of the limitations of the engine (not sure if it's an MV thing or a Pixi thing).


So in short, for smaller than 48x48, you should be okay, for larger, don't expect it to work.

Also i think it depends on how java can take it good. And what i know minecraft is 3D and i have been using texture packs 256x256 and it didn't killed java and people have been normaly using size of texture 256x256. So i think if it depends on java maybe can, but if it's only school pc or write one i didn't guarantee you can play game cleary.


But that's just my remark.  :)
 
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Shaz

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