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Dankovsky

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Hey. I came from this thread: https://forums.rpgmakerweb.com/index.php?posts/897288/ to ask if maybe some more experienced Tiled users can give me some tips:

1) How do you manage to create maps without RPGM autotile support?
2) How do you manage eventing when you can't see the map you've made in the editor?
3) Any tips on making it easier and faster to create passability for maps?
 

Archeia

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Hey. I came from this thread: https://forums.rpgmakerweb.com/index.php?posts/897288/ to ask if maybe some more experienced Tiled users can give me some tips:

1) How do you manage to create maps without RPGM autotile support?
2) How do you manage eventing when you can't see the map you've made in the editor?
3) Any tips on making it easier and faster to create passability for maps?


1. You either use Terrain or draw it manually tile by tile. It's pretty fast despite what it looks.
2. Export as image and then blow the image upto 150% and set it as a temporary parallax OR use the object layer feature and set objects and give them the event ID property. So no matter where the event's place in rm map editor, the tiled plugin will auto position them.
3. Use selection tool, fill with collision tile. or give the tiles a collision property.

I would make a video but I'm currently away from my workstation.
 

Dankovsky

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1. You either use Terrain or draw it manually tile by tile. It's pretty fast despite what it looks.
2. Export as image and then blow the image upto 150% and set it as a temporary parallax OR use the object layer feature and set objects and give them the event ID property. So no matter where the event's place in rm map editor, the tiled plugin will auto position them.
3. Use selection tool, fill with collision tile. or give the tiles a collision property.

I would make a video but I'm currently away from my workstation.
Thanks Archeia! Maybe I'll give it another try.
Would be cool if we had some Tiled mapping process video tutorials/examples from you :)
 

djDarkX

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As for me-
1. I rip apart auto tiles with the Auto Tile Converter plugin provided in the old archived version and simply add that to my tilesheets. After that, draw what I want. A little slower, but MUCH more powerful, imo.
2. I cross-reference tile positions in MV with the ones in Tiled and work from there. FAR more work, but it works for me since I always start out with blank maps in MV.
3. What Archeia said. I usually just draw one at a time due to how mine are set up, but that works very well too.
 

Lumi-Sensei

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Thank you very much for answering my question everyone

It's weird to use more than 10 tilesets in a single map in the first place.
Especially if you consider that it's ten 1024 x 1024 sized tilesheets.

I thought max RMMV tileset size is 768x768. So we can use 1024x1024 tileset now?
 

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Thank you very much for answering my question everyone
I thought max RMMV tileset size is 768x768. So we can use 1024x1024 tileset now?

That's why we made the Tiled plugin. So we won't be constrained by RMMV Map Editor. It's in the manual provided with this plugin. :)
 

Lumi-Sensei

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That's why we made the Tiled plugin. So we won't be constrained by RMMV Map Editor. It's in the manual provided with this plugin. :)

I see thanks
It looks like I have a problem with autotiles too
Where I can get the tools to convert autotiles apart just like page 13?
And your PDF guide dropbox link is not working too :p
 

Archeia

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I see thanks
It looks like I have a problem with autotiles too
Where I can get the tools to convert autotiles apart just like page 13?
And your PDF guide dropbox link is not working too :p

It should be in the zip file with the plugin unless that's not working??
 

Lumi-Sensei

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It should be in the zip file with the plugin unless that's not working??

I am sorry but I check the first page around 15 minutes and can't find the zip file.
Only tiled src code, tiled plugin, and the tools link.
If I can find a way to convert the autotiles I will be very happy
 

HintonR

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Thank you very much for answering my question everyone



I thought max RMMV tileset size is 768x768. So we can use 1024x1024 tileset now?


You can create any sized tilesets for TileD. It is only recommended to not go over 1024x1024 when using TileD for your sheets if you are going to embed the Tilesets for your game -- because your game will start chugging if you're using bigger Tilesets effectively causing slower load times.

But if you wanna just use it for mapping and specifically parallax mapping... by all means and make sheets that are HUGE.... like disgustingly huge.... -- while keeping your maps small since, those images will be the ones going to be loaded.


The other way to handle Autotiles is to rebuild them to be TileD compatible.

https://forums.rpgmakerweb.com/inde...rallax-mapping-made-easier.97739/#post-888643

You will convert your Autotiles this way and effectively have to map using 24x24 grids. BUT in Archiea's manual, (I believe she also recommendings tiling using 24x24 for a lot more flexibility. With corners and 'thinner' than usual corners.

I also don't recommend (imho) using the autotile converter if you are already using 24x24 grid sizes mainly because in my use of it... It gets really confusing which corners or 'variations' each are without a lot of experience -- aside from that if you're mapping using 24x24 grids all that can be already achieved with a little more 'time' (more tiles to manually draw). But it's up to you, to consider amount of manual input vs amount of mental effort to learn the pattern of the generated auto tile using the plugin.

Again, if manual stuff isn't your thing, check out the tutorial via the link and just convert your autotiles like that. It makes mapping a lot faster for the most part, but due to how autotiles work in TileD -- it really does have its own quirks. Nothing that can't be remedied by a little more effort.

-----------------------

and to the point of using more than 10 sheets -- for most maps that's not really a problem, and to Dark's point, making unique tilesheets per area is an option -- but from using Time Fantasy (and heavily modifying Jason's assets -- you get a whole ton of variations) and with a lot modified assets rather than doing individual sheets per location (and because in excel, I approximately came up with like 100 areas (equavilant to 500+ maps) I didn't want to create sheets for 100 areas -- so in my circumstance I ended up making modular sheets per object type...

As an example, its because if I wanted to make a village with 5 different types of roofs or 2 or 3 different types of exterior walls... etc... I would effectively use up 7-8 out of 10 sheets. (before TileD would start acting up)

And so... in my case, I actually just use TileD to make Parallax Maps because it's a lot more user friendly than Photoshop -- its also more efficient with some of its features... Other than that, once I've exported my maps, and they still need some additional tweaking... I just tweak the exported image via Photoshop, loading up my modular sheets once again.

------------------------

But that's just how ended up working with TileD. It really depends on the amount of assets you're going to be piling in. With Basic MV assets (bought or RTP), I really don't think staying under 10 is an issue. Even using just the given TF assets, I don't think staying under 10 is an issue -- but I went out of my to modify Jason's assets to the point that I couldn't figure out any other comprehendable way organize all the assets I was to produce, just by recoloring variations and reiterating them from every/any situation I could think possible...

I hope something in this wall of text helps you get a better idea of your options. :) Good luck problem solving!
 

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Lumi-Sensei

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You can create any sized tilesets for TileD. It is only recommended to not go over 1024x1024 when using TileD for your sheets if you are going to embed the Tilesets for your game -- because your game will start chugging if you're using bigger Tilesets effectively causing slower load times.

But if you wanna just use it for mapping and specifically parallax mapping... by all means and make sheets that are HUGE.... like disgustingly huge.... -- while keeping your maps small since, those images will be the ones going to be loaded.


The other way to handle Autotiles is to rebuild them to be TileD compatible.

https://forums.rpgmakerweb.com/inde...rallax-mapping-made-easier.97739/#post-888643

You will convert your Autotiles this way and effectively have to map using 24x24 grids. BUT in Archiea's manual, (I believe she also recommendings tiling using 24x24 for a lot more flexibility. With corners and 'thinner' than usual corners.

I also don't recommend (imho) using the autotile converter if you are already using 24x24 grid sizes mainly because in my use of it... It gets really confusing which corners or 'variations' each are without a lot of experience -- aside from that if you're mapping using 24x24 grids all that can be already achieved with a little more 'time' (more tiles to manually draw). But it's up to you, to consider amount of manual input vs amount of mental effort to learn the pattern of the generated auto tile using the plugin.

Again, if manual stuff isn't your thing, check out the tutorial via the link and just convert your autotiles like that. It makes mapping a lot faster for the most part, but due to how autotiles work in TileD -- it really does have its own quirks. Nothing that can't be remedied by a little more effort.

-----------------------

and to the point of using more than 10 sheets -- for most maps that's not really a problem, and to Dark's point, making unique tilesheets per area is an option -- but from using Time Fantasy (and heavily modifying Jason's assets -- you get a whole ton of variations) and with a lot modified assets rather than doing individual sheets per location (and because in excel, I approximately came up with like 100 areas (equavilant to 500+ maps) I didn't want to create sheets for 100 areas -- so in my circumstance I ended up making modular sheets per object type...

As an example, its because if I wanted to make a village with 5 different types of roofs or 2 or 3 different types of exterior walls... etc... I would effectively use up 7-8 out of 10 sheets. (before TileD would start acting up)

And so... in my case, I actually just use TileD to make Parallax Maps because it's a lot more user friendly than Photoshop -- its also more efficient with some of its features... Other than that, once I've exported my maps, and they still need some additional tweaking... I just tweak the exported image via Photoshop, loading up my modular sheets once again.

------------------------

But that's just how ended up working with TileD. It really depends on the amount of assets you're going to be piling in. With Basic MV assets (bought or RTP), I really don't think staying under 10 is an issue. Even using just the given TF assets, I don't think staying under 10 is an issue -- but I went out of my to modify Jason's assets to the point that I couldn't figure out any other comprehendable way organize all the assets I was to produce, just by recoloring variations and reiterating them from every/any situation I could think possible...

I hope something in this wall of text helps you get a better idea of your options. :) Good luck problem solving!

This is Brilliant!
I am so stuck with rules on my head never change the grid size so I always do 48x48 when I use TileD (Because I am afraid about wrong passability, and much more reason)
Now I learning it more good thanks to your reply and guide link you give. Now I can do the autotiles with 24x24 grid!
Thank you very much @HintonR
Wow and you have very nice tile sheets formation, by the way, ^^
I still have a long road to make my form too.
 

Archeia

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@HintonR, I really don't recommend doing 10+ tilesets in RPG Maker in the first place. You are rendering 10+ 1024x1024 spritesheets in memory and that's HUGE.
 

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It should be in the zip file with the plugin unless that's not working??
Um... What zip file? Did you take it down and forget? Is it not on page 1?
 

Archeia

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Um... What zip file? Did you take it down and forget? Is it not on page 1?

I removed it because there's a new update.

But I'm going to close this topic now as I do not have the time right now to deal with it. :)
 

Archeia

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Dropbox deleted my samp project link and I updated opening.
I reopened this topic.
 

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Hey,

sorry, but I am realy, realy stupid. I just dont get which file I have to put where to make this Plugin work. And that's quite a pity, because im still in trial mode and I havnt decided if I want to buy mv or vx ace. Following the things I read the map editor of vx is better than mv's. Mv's will give me a stroke, but I want my games to be played on mobile devices....

Im sure you are tired of explaining how it works, but well... Im quite desperate.... Pretty please? :D
 

Archeia

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Hey,

sorry, but I am realy, realy stupid. I just dont get which file I have to put where to make this Plugin work. And that's quite a pity, because im still in trial mode and I havnt decided if I want to buy mv or vx ace. Following the things I read the map editor of vx is better than mv's. Mv's will give me a stroke, but I want my games to be played on mobile devices....

Im sure you are tired of explaining how it works, but well... Im quite desperate.... Pretty please? :D

There's a manual in the zip file.
 

ashikai

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Does anyone know if it's ok to upgrade to the latest version of TileD with this plugin? I don't really need to or anything, but I was just wondering if anyone had tested it yet.
 

Archeia

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Does anyone know if it's ok to upgrade to the latest version of TileD with this plugin? I don't really need to or anything, but I was just wondering if anyone had tested it yet.

Not in this version. There's a new change in JSON layout.
 
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