Shaz

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18x16 is 288
9x16 is 144

(I made a typo in my previous post - wrote 18, looking at your map size, rather than 16 which is the tile size. It's got to be the height or width x the tile size, so 16)

However, do you have a screen resolution changer that will also change the game screen width/height? The default is 17x13 tiles, so if yours is only 9, you'll need to resize the game screen itself. The community basic plugin that is added to new projects by default should let you do that.

Play around with those numbers a bit and make sure the game window is the right size. See how that goes.

And you must be using another plugin for that overlay because the default parallax only does the background image. That image might also be the wrong size, but the plugin might also be incompatible with this one, so you might need a little fix there too.
 

BITDev

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18x16 is 288
9x16 is 144

(I made a typo in my previous post - wrote 18, looking at your map size, rather than 16 which is the tile size. It's got to be the height or width x the tile size, so 16)

However, do you have a screen resolution changer that will also change the game screen width/height? The default is 17x13 tiles, so if yours is only 9, you'll need to resize the game screen itself. The community basic plugin that is added to new projects by default should let you do that.

Play around with those numbers a bit and make sure the game window is the right size. See how that goes.

And you must be using another plugin for that overlay because the default parallax only does the background image. That image might also be the wrong size, but the plugin might also be incompatible with this one, so you might need a little fix there too.

Hmmm. I'm still not 100% sure it's working as intended... I sized all 3 parallaxes down to the proper sizing for the map, and now it's created a 'tiny' window in the dead centre of the screen that is, far too small.

I also already have a resolution changer, so no worries on that! as for what plugin I am using, I'm currently using https://forums.rpgmakerweb.com/inde...nimated-parallax-add-on-updated-7jul17.80917/ as it's a goodie for what I want to achieve here.

as for the issue itself, I'm not sure if this was intentional or not from the outcome of sizing things down? but if so, here's a screenshot of what happened after I adjusted it to 'fit'

Is this how 16x16 is intentionally suppose to be? I feel as though it might be an error on my part just not fully realizing how tiny it is. :rsad:
 

Shaz

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So the parallax looks okay now, but the overlay doesn't. The overlay wouldn't cater for a resized tileset. Maybe you should just put that at the normal/full size and see if it works properly.

16x16 is really tiny. The default MV tiles are 4 times the size. So your window is going to be really small, or you're going to have a massive amount of tiles on the screen.
 

BITDev

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So the parallax looks okay now, but the overlay doesn't. The overlay wouldn't cater for a resized tileset. Maybe you should just put that at the normal/full size and see if it works properly.

16x16 is really tiny. The default MV tiles are 4 times the size. So your window is going to be really small, or you're going to have a massive amount of tiles on the screen.

I decided to try to resize it to its normal scale and using instead, a 32x32 instead of 16x16, and, it seems to have progressed into the RIGHT direction! it's perfectly sized and looks about right, the only issue is the non purple - area at the top is where the editor parallax is peeking out from, and, it seems to be locked and unable to scroll, and is still, essentially, 'locked' in one position of the screen.
 

Shaz

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It can't be perfectly-sized if it's not covering the entire game window. Check your sizes again. If you can't get it, I suggest you make a new thread and ask for help with the parallax/overlay plugin. I don't believe it's got anything to do with this plugin.
 
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i am quite confused oh what is necessary to do
is there any video tutorial?
 

Andar

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@GRass8888 it would be really helpfull if you tell us what part confuses you - we can't provide you with help unless you give us details.

that said, the point that a lot of people failed to understand is that you can only change the tilesize in the engine, not in the editor.
So basically you need two complete sets of tilesets to work with this plugin.
One set needs to be resized to 48x48 even if that results in quality loss. This is to be installed normally and will be used in the editor.
The other set of identical tilesets just in their original size will placed into the folder of the project, and this plugin will redirect the engine to use those other tilesets instead of the 48x48 ones.
 
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@GRass8888 it would be really helpfull if you tell us what part confuses you - we can't provide you with help unless you give us details.

that said, the point that a lot of people failed to understand is that you can only change the tilesize in the engine, not in the editor.
So basically you need two complete sets of tilesets to work with this plugin.
One set needs to be resized to 48x48 even if that results in quality loss. This is to be installed normally and will be used in the editor.
The other set of identical tilesets just in their original size will placed into the folder of the project, and this plugin will redirect the engine to use those other tilesets instead of the 48x48 ones.
literally everything i even tried to re-read lot of times
 

Shaz

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Then say what you've done and where you're confused. There are already steps on page 1 that walk you through everything. If you want help with everything we're just going to repeat what's posted there. Be more specific and show screenshots so we can see how you're trying to set it up and where you're getting stuck.
 

Restart

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i am quite confused oh what is necessary to do
is there any video tutorial?

I'm going to try to break it down to be more step-by-step

Step 1: Gather the three sets of files you need:

1) The plugin script -> download from pastebin
naZON5c.png

Put that in your project folder in /js/plugins

2) The new 'real' tiles of whatever dimensions you want to use in your project.
You'll need replacement tiles if you wanna replace the tileset, duh ;p
Put these in a 'img\REALtilesets' folder.

In the plugin settings, set the 'Tileset Image Folder' to 'img\REALtilesets\'. Now it will look in this folder when rendering the game.

3) Placeholder 48x48 tiles for the RPG maker editor.
We can't change how the editor program works, so when you are using the editor, you have to obey its house rules - and that means you have to use 48x48 tiles in the editor. Practically speaking, that means you should resize your 'real' tiles so they fit in 48x48. If you're doing 16x16 tiles, for instance, you need to stretch your entire tilesheet by 300%.

I'd suggest putting them in img\PLACEHOLDERtilesets, so you don't overwrite your good tiles.

If you're finding resizing to be tedious, the easiest way to resize multiple files is to use Irfanview's batch conversion options. Just open up irfanview and press 'B' to bring up the batch editing tool.

Select all the image files, then press 'add' to add them to the bulk conversion list.

Set the output format to png, then click the 'advanced' button. You'll want to set the resizing ratio appropriately to turn your real tiles into placeholders (so if you have 24x24 tiles real, set the ratio to 200%). Keep resample off, because it causes blurring between adjacent tiles. Click 'ok' to leave advanced options.

Set the output directory to where your decided to keep your placeholders ( I recommend img\PLACEHOLDERtilesets), then click 'start batch'


Step 2: Install the plugin
-Press F10 to bring up the plugin manager
-Double click on an empty bar to get the add plugin window
-Click on the blank bar under 'Name:' to bring up 'change_tile_size(mv)'
-The 'parameters' box now has parameters listed. The first one should have the name 'Tile Size' and the value '48'. Double click on the '48' to change this value to whatever tile size you want to use.

Step 3: Edit your game
While using the RPG Maker editor, you need to use your placeholder tiles (because the editor refuses to change from 48x48). That means that while editing the map, rename the 'PLACEHOLDERtilesets' folder to 'tilesets'.

You will now be able to edit your map and events and stuff, as normal. Everything will be weirdly stretched (and if you used irfanview, there might be weirdness with transparency), that's just how RPG maker rolls.

Okay, done editing your game? Then

Step 4: Playtest your game

At this point, you can build and run your game. When running, it will use whatever folder was set for the 'Tileset Image Folder'.
 
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Black Mamba

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Hey Shaz, can you make multiple resolutions n add-on for it?
Like use diferent a tileset or parallax for hd fullhd and 4k for example.
 

Shaz

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Sorry, I'm not sure what you mean. However, I'm done with this plugin - I won't be making any more changes to it. You are welcome to post a new thread with a request for someone else to make your addon though :)
 

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I want to share what I've learned in regards to this fantastic plugin.

This plugin DOES work with a tile size of 96x96; custom assets designed for 96x96. I'm using large PNG files with double the height and width of the original 48x48 images. For example, with Outside_A2.png, I doubled it's width & height in an image editor, and it appears just fine when I test it in game, BUT, I had to edit the pixi-tilemap.js like Brogar suggested, in order to get high image resolutions to work.

Doing the following was vital to getting high resolution images to work:
Hi, just wanted to tell that i found a pretty simple way to get tiles up to 128x128 working in
RPG Maker MV 1.3.5, Downside is, it will probably not work on old mobile phones (which don't
allow texture sizes of 4K). You only need to edit one single file inside your project:

libs/pixi-tilemap.js
In there search for values 2048 and replace all of them with 4096,
after that search for 1024 and replace all of those with 2048.
Thats it, change the tile size inside the plugin to 128, and you're good to go...

PIXI-Tilemap seems to load up to 4 PNG Files into one texture, so when a PNG height
or width normally is above 1024 (which is 64x64 tiles), it generates an error, because
it tries to put part of the PNG outside the texture. I tested it with different values up to
16386/8192(512x512 tiles max), since 16K is the max texture size of my graphics card, and they all seemed to work.

Have fun with it :)


Now, I ran into a minor issue with character sprites. In order to use high resolution character sprites, I had to put the 96x96 optimized character sprites into the img/characters folder, not the img/tilesetsX/ folder specified in the plugin.

Other than that, everything is working very smoothly so far.

Thank you Shaz. This plugin allowed me to use RPG Maker MV for my game! Without this plugin, I'd be forced to go with Unity, which would've tripled development time.
 

Shaz

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You should not have any issues with the larger character sprites, as MV does not require them to be any size. You can make them as large or as small as you like, as long as the name is formatted correctly for the content.

Or did you also have similar issues with the sprites not loading for the same reason? If that's the case, rather than changing the scripts, you could also just keep them to one character per image with $ at the start of the file name.
 

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hi Shaz, thanks for the great plugin! works perfectly for me! At least regarding the mapping : )
i am having a problem with events there, wanted to know how to deal with it.

I am using 24x24 pixels tiles. It looks perfect, until my hero talks to a NPC, Then they are too close to each other, it looks like they are kissing. Please see the images below:

1- Normal distance, it looks good: normal setup, tiles 48x48 (without your plugin), characters original size in a 48x48 square:
48-48.JPG

2- So close it seems they are having a french kiss! tiles 24x24 (with your plugin), characters original size in a 48x48 square:
24-48.JPG

3- Still too close, even it's slightly better. I tried to put the characters in bigger squares. tiles 24x24 (with your plugin), characters original size in a 72x72 square and 96x96 (same result):
24-96.JPG

Now, in case i was not clear, please let me be very specific about hero size.
the hero is always of the same size. When the hero stands in a 48x48 square, the charset sheet looks like this:
char48.JPG

When i say the hero stands in a 96x96 square, this is still the same size hero. It's just the charset file looks like this:
char96.JPG

thanks a lot for your support!
 

Shaz

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Yeah, the intention is to have characters be a matching size. If your tiles are 24x24, then your characters should also be 24x24.

Is that a parallax map?
 

mugen808

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thank you for your attention. i perfectly like the ratio between tiles size and characters size in game as it is. just don't like how close characters stand when talking to each other.

no, this is regular mapping, not parallax. my screens may have been confusing because i did not size graphics the same way. let me clarify:



1- 24x24 tiles, with your script, characters are too close to each other but each tile is perfect in its square:
24.JPG

2- Same ratio with tiles of 48 (i did not show this before), tiles perfect in their squares, characters at a good distance from each other, but the graphics are way too big for the sprites.
48grid.png

3- Finally, the one i have screen in my previous message, tiles of a size of 24, paste by group of 4 in 48 squares.
It looks good, characters at a good distance of each other, but the tiles position is messed, so i don't like it.
24-48grid.png

Let me know if not clear! : )
 

Shaz

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I'm afraid I'm not really understanding.

The purpose of the plugin was to allow people to remake their VX Ace games in MV without having to resize all of the graphics. It's really only changing the size of the grid, so you can use Ace tiles and characters in MV. So if your tiles are 24x24, then your sprites should be based on 24x24 as well. There isn't much that I can do to allow the plugin to have 24x24 tiles but 48x48 sprites - the tiles and characters both use the same grid size.

I wonder if you'd be better off with some kind of plugin that would not force your characters to be aligned with the grid? I know pixel movement plugins let you move independently of the grid, and one of those might work here. I'm not sure if you'd have compatibility issues between the two (a pixel movement plugin for MV might still assume the map is drawn with 48x48 tiles).
 

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Clear. thanks mate! I will look into this suggestion of yours
 

ImaginaryVillain

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QMovement allows you change both the grid size, and the tile size.. https://quxios.github.io/plugins/QMovement So a 24x24 grid is possible. Only downside is you have to setup colliders, which can range from easy to obnoxious depending on what you're doing with them.
 

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