Mapping Bug, other tiles show up?- Urgent request

Gudetama

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Hello dear forum users!


Today I come here with an urgent request - I´m a complete noob with the RPG maker, but I´m designing a game as my master thesis. I´ve been asked to display my beta of my game this friday, but I do have a very annoying bug:


I created a new town, and when I put my starting position directly on this new map (beginning with a cutscene in which my charakter enters a shop), everything is fine. But when I´m ingame and I enter the town from my world map, there are many many other tiles showing (from the world map). When I play along and leave the shop, then there are tiles from the "shop" tileset, like furniture and stuff showing.


Does anybody know the reason behind this? As I´m under a thight time pressure right now, any kind of suggestion is higly appreciated!


I´ll include some screenhots:


1. How it looks in the editor


2. How it looks when I set the starting position in the newly created map


3. How it looks when I enter the map ingame when travelling there via my world map.


Plugins I Use (all from Yanfly)


Extended MessagesPack 1


EventminiLabel


BattleEngineCore


AnimatedSV-Enemies.


Thanks alot!!

Bugs.jpg

Bugs2.jpg

Bugs3.jpg
 

YoraeRasante

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Are you using any plugins? try turning them off first thing
 

Gudetama

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Thanks - I´ve turned them all of (by rightclicking them in the plugin-tab and switching them to "off"),


but it´s still the same.


I realldy don´t get it that everything is fine when I´m starting at this map, but not if I have a player transition. I used some custom-tiles on this map (like the palm-trees), but they


are not affected by this bug, but rather the normal desert-tiles, which are standard tilesets.
 

Dad3353

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.... I used some custom-tiles on this map (like the palm-trees), but they


are not affected by this bug, but rather the normal desert-tiles, which are standard tilesets.


Somewhat suspicious, here. Are you fully aware as to the role and technicality of each Tileset placing..? Most specially the 'A' Tiles, which are very different from the 'B'-'E' Tiles. Can you confirm that you've not been tampering with any Tiles on an 'A' Tile sheet..?
 

Gudetama

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Tank you - yes, unfortunatley.


I didn´t really tamper the original Tileset, but simply copied the original one and added the Tilesets B-E (A is "outside A_1" - "outside_A5").


What bothers me is that, when the transition is from the worldmap, the game adds tiles from the worldmap, and when the transition is from the shop, it takes the tiles from the shop.


?!


Off to my prof - I´ll tell him that there are still some bugs in it. Originally, I was supposed to present a first version in December, so I don´t think that there will be problems that it is still bugged ...
 
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Dad3353

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As an experiment, I'd suggest making a copy of your Map, and also a copy of the Tileset. On the Map copy, edit it to use the copy of the Tileset. Make this Map copy to be the starting Map, then the destination Map of the transfer that causes the Tile mix-up. See if there's any difference..?


Another option... Could you 'zip' the whole Project and pop it onto a Dropbox or other sharing site, so that we may download it and give it a thorough inspection..? Have fresh eyes look at it in its entirety..?
 
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Gudetama

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Thanks alot, that sounds like a good tip! I´ll check it after I´ve returned from my appointement!
 

Gudetama

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Ok, starting to panic - I will have to show my progress this friday, in front of a very strict comission. Usually, I would have had time until mid-decembre.


I also will have to write an abstract, create a powerpoint and hand in dispusition, which will be subject of further questioning. Sooo, there will be 2 nightshifts for me.


As to the mapping bug - I copied the map and took the original tileset (002 outside) for the map, without any custom tiles (leaving the D and E-tab blank).


When I start the map now, it reduces the other tiles, but there are still tiles from the worldmap appearing!!


What is strange: These new tiles, which don´t show up in the editor (and come from the worldmap), are in very odd places - e.g. I used the standard sand/desert-tiles and grass-tiles, which are providet in tab A. Now, there are only single spots where the tiles change to some other tiles of the worldmap, not all of them?!


Any other idea what is wrong with my game?
 

YoraeRasante

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No idea! :D


 This is pretty weird, man... What version of MV are you using? Does updating it fix the problem?
 

bgillisp

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Usually if that happens it is because you are transferring to another map, one that at one point in time had those tiles. I've also seen weird behavior if your transfer event transfers you off of the map. Check your transfer event when you leave the shop, and make sure it is transferring you to this map and at the right location.


If that is not it, you will have to upload the project so we can see for ourselves what is going on.
 

Lestroth

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Have you updated the RPG Maker software during the creation of your game, so that you have an 'old' game plus the updated engine?


What about the first tile in Tile_B? Is it blank and set to star passability?
 

Gudetama

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Have you updated the RPG Maker software during the creation of your game, so that you have an 'old' game plus the updated engine?


What about the first tile in Tile_B? Is it blank and set to star passability?
This may be - I´ve got the steam-version, so it updates automatically and there has been an update on october 21st.


Is there any way I can check this?
Another thing that may have sth. to do with it - this map is not built from scratch, but an edited version of the "mining-city" (mine-worker city?) (don´t know the actual english name), only keeping the cliffs and ground texture - but which are from the standard tileset.


And yes - first slot in the B-Tile is blank and has a star.
 
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Gudetama

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Sooo.


I created a new project, copied the map and took the standard 002-Outside tileset. This time, the changes are visible in the editor, as it - for some tiles - uses the images from the other tab, but which are within the original tileset (not worldmap).

Bugs 4.jpg
 

Shaz

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That sort of thing happens if you draw with a B-E tile that has a star passage setting, and then draw over those tiles with another B-E tile that does not have a star passage setting.


In the editor, the tiles appear in the order you draw them (as far as what's drawn on top of what), not the order of priority as indicated by the Passage setting on the tiles.  This means if you put a non-star B-E tile over a star B-E tile, the editor will show you the non-star tile, but in the game you'll see the star tile.


Those "extra" tiles are from the world tileset.  It looks like you've made your own tileset, combining the Overworld tiles and the Outdoor tiles.  And it looks like you've set the passage settings manually, putting a star on those tiles.


Any chance that's it?
 

Gudetama

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Good thinking!


Just checked - no stars in the worldmap. But I finished my abstract and "simply" edited the map again by hand, by simply overdrawing every single misused tile. I just hope this won´t happen again, as I really need to implement the fighting system and starting my thesis.


Thanks for everyone who helped and invested their time!!!
 

Shaz

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It's not the worldmap.  It's whatever tileset you're using for the map you've got in the screenshots.  I'm saying it LOOKS like you've either created a new tileset, or have added one of the worldmap tile sheets to the Outside tileset.


Whatever tileset you've allocated to Haran(?) in your original project, has slots for B, C, D and E tiles.  I'm betting one of those slots includes the World_B image, and that those tiles on that slot in that tileset (not your Overworld tileset) has passage set to star.
 

Gudetama

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Just checked again, just to be sure - no World-Tiles. The tiles showing up on the map are definetly not in my tilesat for my map. Also, they change, depending from where I enter - If I enter from my worldmap, there were tiles from the worldmap showing. If I enter the map when leaving a building, there were tiles from the "inside-tileset" instead from the world-map.


Really strange.
 

Andar

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the tilesheets you're using for the tileset - are they fullsize and in the correct slots?


I've seen cases where the map behaviour got strange when the tileset used smaller pictures (incomplete tilesheets) to create the tileset.


What would help here are screenshots of the tileset used, not of the map
 

Shaz

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If Andar's suggestion doesn't lead anywhere, could you please post screenshots of your B, C, D and E tabs from the Tilesets page, for the tileset you're using on that map?  Maybe a screenshot of your Plugins window as well, just to be sure.


Had you done anything with the tileset itself after making the map?  If you create a brand new map using the same tileset, and you redraw (don't copy/paste) that area just around the building, does it work okay if you transfer to/from the new map?


Is there anything unusual about the events on the other maps that bring you to this one?  Any script or plugin calls prior to, or just after the transfer?  Do you have any parallel process or autorun events on this map that do any tileset changes?


Are you using the paid or trial version of MV?  Steam or standalone?  Is it up to date (1.3.3) and is your project also up to date (by copying the js folder from newdata after updating MV and pasting it over your project's js folder - saving away the plugins.js file and putting it back afterwards)?
 
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