Change Tile Size

Kad1984

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@Kad1984 There are reasons for those strange numbers - I don't think anyone will get 133x133 to work. But it should be possible to make a rewrite to 128x128 pixels (double of 64).


The computer can only work with switches - that is what the 0 and 1 really are, ON and OFF on uncountable tiny switches.


Ad that means the computer works best with structures that are multiples of 2, besically 1, 2, 4, 8, 16, 32, 64, 128, 256.


The 48x48 of MV are a compromise with other factors that creates several problems, as can be seen with the blurring on resizing Ace resources.


But tiles really need to follow those structures as close as possible - 133 doesn't make that.


Go 128x128 and you might have a chance to get it modified to work, 133 is not going to happen.





 
Ahhh, I see, well 128x128 would be fine by me, that's still way better than 64x64.


Now I can only hope for this plug-in to get a rewrite for a 128x128 to work ^_^
 

Parallax Panda

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@Kad1984 There are reasons for those strange numbers - I don't think anyone will get 133x133 to work. But it should be possible to make a rewrite to 128x128 pixels (double of 64).


The computer can only work with switches - that is what the 0 and 1 really are, ON and OFF on uncountable tiny switches.


Ad that means the computer works best with structures that are multiples of 2, besically 1, 2, 4, 8, 16, 32, 64, 128, 256.


The 48x48 of MV are a compromise with other factors that creates several problems, as can be seen with the blurring on resizing Ace resources.


But tiles really need to follow those structures as close as possible - 133 doesn't make that.


Go 128x128 and you might have a chance to get it modified to work, 133 is not going to happen.

This post, especially the highlighted part, made me curious. I'm using this plugin myself to downscale MV's 48x48 tile grid to a 24x24 one. So far I haven't encountered any big problems although it's to early to say for sure how performance will fare in in the end. Do you imagine my "not-being-multipliable-by-2" tile grid will be a problem somehow?
 
 
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NeoPGX

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This post, especially the highlighted part, made me curious. I'm using this plugin myself to downscale MV's 48x48 tile grid to a 24x24 one. So far I haven't encountered any big problems although it's to early to say for sure how performance will fare in in the end. Do you imagine my "not-being-multipliable-by-2" tile grid will be a problem somehow?
 

More like divisible by 2 and 24 is divisible by 2.

24 / 2 = 12

So it should work just fine.
 
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Andar

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No, 24 is not a problem - but that has nothing to do with it being divisable by two, because 24 is 3x8, and 3 is not divisible by 2.


It goes down to how the processor can handle numbers. Each number expressed in binary is a series of 0 and 1


24 is 00011000


32 is 00100000


48 is 00110000


64 is 01000000


The easiest handling is with numbers that have one bit set (one 1 in that sequence)


The next easiest is two adjacent bits set (a 11 anywhere in that sequence)


The more bits are set the more work it becomes for the processor to handle mathematics, and that goes really up if the set bits are not adjacent - 00101000 (40) is much more difficult to handle than 48, even if it has the same umber of bits set.


(and for the techfreaks out there: I know that this is a simplification - but I don't think most users out here are up to handling microcode in detail)
 
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Shaz

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Could I ask for it being Modified in that case ?to make larger tiles work.


The maximum tile size is a limitation of the engine (or of Pixi) and has nothing to do with the plugin.  For memory and performance reasons, I agree with the decision to limit the sizes, and am not going to spend time messing around with parts of the core engine to overcome it.  So that's a 'no' from me.


A tile size of 133x133 would require the engine to be able to load tileset images of 2128x2128 and that's massive (and to have up to 9 of them loaded at once). If the engine allowed those sizes of images to be loaded, the plugin would work with no changes required.  Sometimes limits are there for a reason, and even though you might want to break them, you could well realise that it has undesirable consequences.  I don't want to spend my time (which is also valuable and very limited) making such changes to the core engine (which would also require other changes - take a look at the comments about character movement speed higher up in this thread), when it's likely going to result in complaints of lag and crashing on mobile devices because they can't handle the resource memory requirements.
 
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Kad1984

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The maximum tile size is a limitation of the engine (or of Pixi) and has nothing to do with the plugin.  For memory and performance reasons, I agree with the decision to limit the sizes, and am not going to spend time messing around with parts of the core engine to overcome it.  So that's a 'no' from me.





 
Oh I see, thx anyway I appreciate the reply 
 

Izzybelle

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I was trying to make an encrypted game with this plugin, after creating a fresh file, and inputting each plugin one by one. I found that this plugin caused the encryption to fail and create a "Now Loading" loop that never ceases. Is there a fix for this? Do you require the current plugins I am using in order to fix it? Is it fixable?

Thank you! Your plugin is amazing.
 

Shaz

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I've never heard of this one before. If you create a brand new project with just my plugin, make a map, add some tiles just as you've done with your real game, then encrypt it, does it have the same issue? Just wondering if it's specifically my plugin only, or if it might be a compatibility thing. And can you confirm that the issue doesn't happen at all with my plugin disabled (though obviously the maps won't look right)?
 

Izzybelle

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Here are the pictures. As you asked, created a brand new project.

Test 1.png Test 2.png Test 3.png Test 4.png

Edit: 5th Image that shows it encrypting when the plugin is turned off.

Test 5.png
 
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Shaz

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I wonder if it has something to do with the additional folders? Can you try removing my plugin, and adding Yanfly's Doodads plugin, and see if it does the same thing? That plugin is standalone - you don't need the core engine or anything.

I'm not sure when I'll have time to look at this, so if anyone else has any ideas, I'm all ears!
 

Izzybelle

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I wonder if it has something to do with the additional folders? Can you try removing my plugin, and adding Yanfly's Doodads plugin, and see if it does the same thing? That plugin is standalone - you don't need the core engine or anything.

I'm not sure when I'll have time to look at this, so if anyone else has any ideas, I'm all ears!
When I added Yanfly's Doodads Plugin it stopped working as well. I agree that it's possible that the extra folder is causing the issue. As with the Preloader Plugin it requires an extra file, an index file, and it also isn't working with encryption.

However, It does work with GameusQuestEditor which also requires several extra files.

So I'm not quite sure if it is the addons such as an index file that are causing it.

Edit: Didn't check what happens when I activate a quest while within the encrypted game. I will test adding a quest to the character and see if that causes it to break or something. Perhaps it's once content is added from the other folders.
 

Trihan

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Just a bit of extra information that might help: the one cause of the "now loading" screen I've noticed was when I accidentally aliased the isDatabaseLoaded function and returned false if the original returned true, meaning it ended up in an infinite loop. I forgot the ! to negate the call. XD If you're doing anything with database loading, it might be worth looking at.
 

Arcmagik

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Could it be caused by the excludes unused files option? I have seen that it will take out additional files sometimes that it shouldn't. Try to Encrypt it without using that option and see what happens. Worth a try since you are having the issue with several plugins and it might be reading all the extra stuff incorrectly.
 

Izzybelle

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Could it be caused by the excludes unused files option? I have seen that it will take out additional files sometimes that it shouldn't. Try to Encrypt it without using that option and see what happens. Worth a try since you are having the issue with several plugins and it might be reading all the extra stuff incorrectly.
I'll try that and edit my post in a minute with the results! Thanks for the idea!

Edit:

That seemed to do the trick. It ran perfectly with the ChangeTileSize plugin when I did not exclude unused files.

Thank you!
 

Shaz

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My plugin caters for the exclude unused files option - it makes sure when you use that option, all the new tilesets are still included.

@Trihan did that cause issues when you play tested as well? I imagine if you were returning false instead of true, that you'd ALWAYS get that error message, regardless of whether you were test playing or had exported, and whether it was encrypted or not?

edit: just checked, and it doesn't alias that method.
 

Trihan

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I was referring to test play, sorry for not specifying. It wasn't even necessarily that I thought the issue here was caused by the same thing, more just providing at least one example of it happening somewhere before with a known cause.

Edit: Looking at the code for rpg_managers.js, it appears that the "Now loading" text will appear if it takes too long to load a scene for some reason, so for whatever reason in Izzybelle's project the plugin setup is causing a scene to be unable to finish loading in.
 

Arcmagik

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@Izzybelle Excellent. Glad it worked. Now you just have to test it with all the other plugins back in too!
 

Shaz

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@Izzybelle can you please open up your plugin, scroll to the bottom where you'll see this text (your images should be listed between the two lines):

Code:
/*
RESOURCE LIST - DO NOT MODIFY BELOW THIS LINE
RESOURCE LIST - DO NOT MODIFY ABOVE THIS LINE
*/
If there is no list of resources between them, that is the problem. Those lines should be flush against the left border. There should be no spaces or tabs in front of them. If there are, remove them (someone else had an issue where their editor automatically reformatted all the code and put spaces in, so it failed to include the resources), test play again, confirm the resources have been added to the script, and then give it another go.

If they ARE against the left border and you do have a list of resources between them, could you please copy that whole section of code so I can see it, and also send me your data/tilesets.json file?
 

Izzybelle

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@Izzybelle can you please open up your plugin, scroll to the bottom where you'll see this text (your images should be listed between the two lines):

Code:
/*
RESOURCE LIST - DO NOT MODIFY BELOW THIS LINE
RESOURCE LIST - DO NOT MODIFY ABOVE THIS LINE
*/
If there is no list of resources between them, that is the problem. Those lines should be flush against the left border. There should be no spaces or tabs in front of them. If there are, remove them (someone else had an issue where their editor automatically reformatted all the code and put spaces in, so it failed to include the resources), test play again, confirm the resources have been added to the script, and then give it another go.

If they ARE against the left border and you do have a list of resources between them, could you please copy that whole section of code so I can see it, and also send me your data/tilesets.json file?
Here is the code you requested. Should I send the data/tilesets.json to you directly through private message?

Code:
/*
RESOURCE LIST - DO NOT MODIFY BELOW THIS LINE
* @requiredAssets img/tilesets/32/TileE_exterior
* @requiredAssets img/tilesets/32/TileB_exterior1
* @requiredAssets img/tilesets/32/TileC_exterior
* @requiredAssets img/tilesets/32/TileB_exterior4
* @requiredAssets img/tilesets/32/TileA5_exterior4
* @requiredAssets img/tilesets/32/TileA4
* @requiredAssets img/tilesets/32/TileA3
* @requiredAssets img/tilesets/32/TileA2_exterior
* @requiredAssets img/tilesets/32/TileA1
RESOURCE LIST - DO NOT MODIFY ABOVE THIS LINE
*/
 

Shaz

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No, it's okay. The plugin is updating itself just fine. I'll see if I can spend some time experimenting on the weekend. The other plugin you used - quest system - how did you go with the other test you were going to do with it? Would you mind posting a link to the plugin so I can see if the scripter did anything special with the resource file?
 

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