Larger tile size

Hahasea

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I'm a bit stuck of scaling up my tile size. I'm doing a custom asset game, which would really suit a scaled up look. I'm thinking at least double the regular 48 of MV.

I thought I'd found a solution with Shaz's Tile Size plugin, but upon closer inspection it turns out that it's primarily made to be able to use VX tilesets in MV and vice-versa, and can't handle anything but a slightly larger tile size. I end up with a black screen when I try it with 96x96 (this isn't through any error of mine, it's a known limitation of the plugin).

So is there a way I could achieve this larger tile size? Games like Dreaming Mary appear to have done so, but I suppose a similar effect could have been achieved with some shifty parallaxing, larger sprites, and multi-tile events? Something I'd rather avoid if I can though!

Any tips?
 

ShadowDragon

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large might be possible, but if you want to use it bigger, why not doing parallaxing?
and use region restriction or a B-E tilesets with X O < > ^ and down to rule them out, if its working,
make it transparant to block those?
 

Hahasea

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large might be possible, but if you want to use it bigger, why not doing parallaxing?
and use region restriction or a B-E tilesets with X O < > ^ and down to rule them out, if its working,
make it transparant to block those?
I guess it just seems like an approach that might yield more bugs - like, even if I make NPC sprites larger, the actual area for an action or touch triggered event is still just a 48x48 tile, which might lead to some confusion for players.

I suppose you could use blocks of the same event, like 2x2 tiles, to make the action area larger, but what would you do with moving NPC events?
 

ShadowDragon

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the feets is always 48x48, taller sprites use also 48x48, so to make it bigger, you can use YEP_EventHitBoxes to create teh event in a bigger
size to trigger it.

As far for teh npc's, it's the same as 48x48 characters, use the path they walk. When using parallax map, make sure the grid is ON,
so yo ucan always compare that when making a path and surrounding the player can walk on.

Most choose parallax (if they have the time) but also expend the many possibility of overlays and make it better
what normally cant be done in the editor itself.

But how yo ucreate it is totally up to you though.
 

Hahasea

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@ShadowDragon oh great, that YEP plugin looks very handy! I'll give it a try and see if it works the way I'd want it to.

As far for teh npc's, it's the same as 48x48 characters, use the path they walk.
Does that mean it wouldn't work for NPCs on random routes?
 

Shaz

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I thought someone made a patch to my plugin that allows you to use larger tiles. Take a look through the full thread, as I think they may have posted the patch, or a link to it, in the comments.

Edit: here you go:
https://forums.rpgmakerweb.com/index.php?threads/change-tile-size.46748/page-7#post-710634
This is using an older version of the engine, and this person modified the Pixi.js script to allow larger images to be loaded. This let them use 96x96 tiles successfully. You might try to do the same, but please take a backup of your entire js folder before you give it a go, just in case it doesn't work and you need to replace it. I don't know if it'll work with the later versions of the engine.
 
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Hahasea

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Thanks so much @Shaz !

I'll give this a go and report back here.

*Edit*
Ok, so I gave it a try, and it seems to have potential, but it's not quite working right.

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...
There were no instances of 2048, or any other number that may have been in it's place. I did find 1024, and replaced that as indicated, and changed the tilesize in the plugin and duplicated the tileset folder etc.

So what I'm getting is that Tileset A works perfectly, but Tileset B & C are not visible. However their tile passability settings are present, so it seems like they're being read, but not displayed? Not entirely sure why this might be? Seems tantalisingly close to working...
 
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Eliaquim

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I too want to do that. Unfortunately, Rm Mv that not have the tilesize change option by default. I think that in every way you try to change the tile size you will have to put a lot of work and time.

So, I think it's better if you put that a lot of work and time in a way that you can achieve your goal with the highest probability of work properly.
And I think it's the parallax way.
First, you have better control of mapping in 96x96(you can also map in 48x48 in the editor, then take a snapshot with orangemapshot and put in Gimp or photoshop and double the size of the map)
And for events, you can use the plugin of yanfly as @ShadowDragon says.
 

Shaz

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The passability comes from the Tilesets.json file, which is a small text file and can be read. The visuals obviously come from the images, which are the large items and can't be read. The passage settings actually have nothing to do with the images.

I'll see if I can get some time to play around with it.

When you start a test play and go to the console, what version of Pixi does it say you're using? What version of the rpg_core.js do you have?

Edit: pixi-tilemap.js has 1024 and 2048 - try that one (change 2048 first, then change 1024). There is also a 2048 in rpg_core.js and in rpg_objects.js - do NOT change those. They are references to tile ID, not to image size.

So, I think it's better if you put that a lot of work and time in a way that you can achieve your goal with the highest probability of work properly.
And I think it's the parallax way.
Except parallax maps take ages to create and have huge file sizes.
 
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Eliaquim

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The passability comes from the Tilesets.json file, which is a small text file and can be read. The visuals obviously come from the images, which are the large items and can't be read. The passage settings actually have nothing to do with the images.

I'll see if I can get some time to play around with it.

When you start a test play and go to the console, what version of Pixi does it say you're using? What version of the rpg_core.js do you have?

Edit: pixi-tilemap.js has 1024 and 2048 - try that one (change 2048 first, then change 1024). There is also a 2048 in rpg_core.js and in rpg_objects.js - do NOT change those. They are references to tile ID, not to image size.


Except parallax maps take ages to create and have huge file sizes.
The file sizes are a problem, indeed. But I think is not that huge.
But like I said, it will have a lot of work anyway. So, have work in something that has the highest probability of work.
Also, he can map in the editor itself with 48x48, and after complete the map, it justs take a screenshot with orangemapshot and make it double size. So it did not have to make the map in an image editor...
But anyway, its a lot of work, =/
 

Hahasea

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Edit: pixi-tilemap.js has 1024 and 2048 - try that one (change 2048 first, then change 1024).
Guys, I'm an idiot, I was editing pixi-picture.js, not pixi-tilemap.js
Sorry! And thank you Shaz, it's working now :)

Also, he can map in the editor itself with 48x48, and after complete the map, it justs take a screenshot with orangemapshot and make it double size. So it did not have to make the map in an image editor...
But anyway, its a lot of work, =/
I may still do some parallaxing, but it's nice to have the opportunity not to. Also, the custom artwork I'm doing is not pixel-style, so unfortunately it doesn't suit being upsized much, like you mention. So I would have to do it all in photoshop, which is doable, just very very tedious. But I'll definitely do it for some maps, when I want a more organic look!

Anyway, thanks guys!
 

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