Tiled Plugin (Demo for RMMV 1.3.0+ Released)

GaryCXJk

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I was kinda able to add them myself, along with other (useless) flags. Problem is that I've also added a lot of extra stuff to my version, and I don't know how much different this version is compared to mine.
 

Archeia

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I was kinda able to add them myself, along with other (useless) flags. Problem is that I've also added a lot of extra stuff to my version, and I don't know how much different this version is compared to mine.
The only difference is our version has reflections now....so I'm not sure how to compare it to that :kaocry:
 

GaryCXJk

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Hmmm, I'll try to do a diff and see what's different. There might be quite some more things I've added to it, like built-in doodads-like support and stuff, but that thing's really not optimized at all.
 

Archeia

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Hey, so I was able to make the collision tileset work, I might be missing something but how do you designate a tile in TileD to act differently like in the RMV map editor? I wanted a tile to act like a counter. The passage restriction in TileD works fine.
I updated the Tiled Plugin to have Imported Values and a New Plugin that lets you use regions to set tile properties like Ladder etc! The demo has been updated: https://archeia.itch.io/tiled-plugin-for-rpg-maker-mv

I'll figure out how to overlay regions on top of each other and still have an effect later.

If you don't want to download the whole demo again. Here is the new plugin:
https://github.com/Archeia/Princess...Ver/Map Plugins/AEL_TilesetPropertyRegions.js

And here is the updated Tiled Script files:
https://github.com/Archeia/Princess-Project-MV/tree/master/Tiled
 

Tea's Jams

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That sounds like a great feature, thank you! :biggrin:
 

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Hi, sorry if this has been asked before, but I couldn't find it in this or the original thread.

1. I've been making a map in Tiled, but just realized that one of my tile sheets is missing some tiles that I need. I know I could add another tile sheet to include them, but I'd rather not make a whole new sheet just for a very few tiles. If I edit the png in my tile sets folder that my Tiled file is using (embedded), will that update the tile sheet as it appears in Tiled? Meaning, will it have the missing tiles? Or could it potentially cause an error... and maybe force me to start from scratch?

2. Should I be embedding the tile sheets? I saw in the prior thread some maybe conflicting info on this.

Thanks so much!
 
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quackenbirdt

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@Archeia Nice! Good feature indeed! Thank you very much! :D
Hi, sorry if this has been asked before, but I couldn't find it in this or the original thread.
Based on my experience with TileD you can directly edit the image file and TileD will automatically update the tileset for you. Just dont screw up the tile dimensions of your tileset and you're ok.
Should I be embedding the tile sheets? I saw in the prior thread some maybe conflicting info on this.
I am not really sure myself, but all my tilesets are embedded in the map and I haven't encountered an error yet.
 

Archeia

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Hi, sorry if this has been asked before, but I couldn't find it in this or the original thread.

1. I've been making a map in Tiled, but just realized that one of my tile sheets is missing some tiles that I need. I know I could add another tile sheet to include them, but I'd rather not make a whole new sheet just for a very few tiles. If I edit the png in my tile sets folder that my Tiled file is using (embedded), will that update the tile sheet as it appears in Tiled? Meaning, will it have the missing tiles? Or could it potentially cause an error... and maybe force me to start from scratch?

2. Should I be embedding the tile sheets? I saw in the prior thread some maybe conflicting info on this.

Thanks so much!
No you don't have to. That's why I made a new thread so people won't get misinformation on the other thread. If you're using the latest Tiled version it's not necessary (script not demo)
 

Finrod

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Thank you quackenbirdt and Archeia. Greatly appreciate the feedback.
 

JSoft

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I'm probably missing something simple but I'm having some collision issues that arose after some updates (MV 1.6.2, Script 1.3, Tiled 1.2.3). Still an awesome plugin!

First off, I'm also using Altimit Movement by @xilefian, which I know has some level of integration with the Tiled plugin so I'm not sure if that's where the issue lies. I can get maps to import/display just fine and event collisions work. If I create a Tiled layer and set it's layer property to collision = full, arrow, etc. these collisions also work. The problem is, my project was previously setup with collision layers set to collision = mesh where Altimit Movement would create more precise polygon colliders. This worked great until the latest update, which I wanted for the ability to use external tilesets. As an alternative, I also tried collision = tile-base for my collision layer (setting collision = full etc. on the tileset instead) which didn't work either, even with Altimit Movement disabled.

Is something wrong with my setup or did the compatibility break as a result of the upgrades? Maybe @xilefian can chime in if it's related to Altimit Movement and not the Tiled plugin. I suppose I can downgrade if necessary but I just wanted to make sure it was compatibility issue and not something related to my setup.
 

Archeia

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@JSoft

IF you started with Tiled 1.0.3 and created the maps there and recently updated to the new version editor, that issue will happen because of the JSON changes from 1.0.3 to whatever the new one is. You only have two options at this point.
  • Remake all your maps in the the newest tiled version.
  • Embed all the tilesets in the map. I don't recommend this.
It's not a "bug" per se. I was very specific with my wording for the demo for a reason. This is also why I haven't even gotten a demo yet for the "latest" version because of this problem and I'm busy to remake the maps I already made.
 

JSoft

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No problem just wanted to make sure I wasn't overlooking something simple. Short of remaking all the maps, I was able to get everything working as it was by enabling the json1.dll Tiled plugin and saving maps in the old format. At first I also had trouble getting external tilesets to work but then I realized that they needed to be saved in the same folder as the maps and not in a subfolder. All seems to work OK now.
 

killerfer

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Something's happening and I don't know if it is a bug or if I should expect it to happen. I'm gonna try to explain it step by step.

1- I create a map in TileD, import tilesets, and save it.
2- I playtest in RPG Maker, everything works fine.
3- I go back to TileD to edit the map, import tilesets again, and save it again.
4- I return to RPG Maker, all the new tilesets I used don't appear. Only edits I've made using the original tilesets appear in-game.

Is this expected? Or maybe I'm doing something wrong? I'm using MV 1.62 and TileD 1.03

If everytime I want to add a tileset to my map, I have to recreate the map from scratch, this is gonna be a pain ;_;
 

Archeia

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I just tested with the latest version of tiled. And it does indeed work as long as you do the following:

upload_2019-4-29_3-59-53.png

Then save as:
upload_2019-4-29_3-59-32.png

I can also confirm that Tiled 1.1.x and so (as long as it's not 1.2.x) will work. So you don't have to specifically use 1.0.3.


Something's happening and I don't know if it is a bug or if I should expect it to happen. I'm gonna try to explain it step by step.

1- I create a map in TileD, import tilesets, and save it.
2- I playtest in RPG Maker, everything works fine.
3- I go back to TileD to edit the map, import tilesets again, and save it again.
4- I return to RPG Maker, all the new tilesets I used don't appear. Only edits I've made using the original tilesets appear in-game.

Is this expected? Or maybe I'm doing something wrong? I'm using MV 1.62 and TileD 1.03

If everytime I want to add a tileset to my map, I have to recreate the map from scratch, this is gonna be a pain ;_;
Huh??? Are you saving in dropbox or something?
 
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Ronove

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I decided to give this a go because pixel-movement plugins were giving me headaches and this is a really nice alternative! I love the ability to not be constrained to 48x48 tiles! I do have a maybe obvious question though:
In Tiled, you can make some pretty big shapes in the object layer. Say I want to cover a large desk with some flavor text and only want to use one event to set that up, is that possible with Tiled? Or do I just have to make events to cover said area with the corresponding objects in Tiled? (I tried just making a shape as big as the table and assigning the event to it, but it just took the event and placed it within the object.) If not, that's cool, this still beats what I was using before, I was just curious!

Thanks again for sharing the plugin!
 

Archeia

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I decided to give this a go because pixel-movement plugins were giving me headaches and this is a really nice alternative! I love the ability to not be constrained to 48x48 tiles! I do have a maybe obvious question though:
In Tiled, you can make some pretty big shapes in the object layer. Say I want to cover a large desk with some flavor text and only want to use one event to set that up, is that possible with Tiled? Or do I just have to make events to cover said area with the corresponding objects in Tiled? (I tried just making a shape as big as the table and assigning the event to it, but it just took the event and placed it within the object.) If not, that's cool, this still beats what I was using before, I was just curious!

Thanks again for sharing the plugin!
Object Area is only a stand-in for event placement. However I recommend Shaz/Yanfly/Orange Event Hitbox change instead so you can just use a single event!
 
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Uncaught SyntaxError: Unexpected token < in JSON at position 0
Well, something went wrong. The demo itself works, but I've tried to work with a newer TileD version (and the fitting plugin version) and I keep running into this error.
Any words of advice?
 

Tea's Jams

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Well, something went wrong. The demo itself works, but I've tried to work with a newer TileD version (and the fitting plugin version) and I keep running into this error.
Any words of advice?

You may have unwittingly "flipped" a tile. I think that was the error I got when I did that. If you click shift+Z, it flips the tile, then when you try the map in the engine you get an error. It's easy to hit Shift+Z accidentally when trying to hit Ctrl+Z. If this is the reason, you have to find it and delete it.
 
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You may have unwittingly "flipped" a tile. I think that was the error I got when I did that. If you click shift+Z, it flips the tile, then when you try the map in the engine you get an error. It's easy to hit Shift+Z accidentally when trying to hit Ctrl+Z. If this is the reason, you have to find it and delete it.
Afraid not. I've tried it with different maps, all built from the grounds up (frankly, simplistic test maps). An empty map shows the same behavior as well. Instead of loading in black, it just pops out that error. Are there any other cases known to produce that error message?
That being said, good to know that flipping tiles are to be avoided.
 

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