Upper Autotiles [no longer working since MV 1.4]

CriticalGames

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Hi Shaz,


Wow, thank you very much for the quick reply!


I actually did have the wrong name, so I apologise for that - I just chose download on the pastebin and it naturally had a different name. However, that surprisingly didn't fix the issue.


Below are the requested pictures:

UpperAutotiles1.pngUpperAutotiles2.pngUpperAutotiles3.pngUpperAutotiles4.pngUpperAutotiles5.png



Thanks again Shaz and sorry to bother you!
 

Shaz

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That all looks okay to me, so I'm not sure what the reason might be.


Any chance you could zip up your project and put it into dropbox for me to take a look at?  I think I'll need to run it with some debugging to see what's going on.


Edit: oh - first, let's try this - test play and hit F8.  See if there are any error messages in the console.  You could also try creating a brand new project and just adding the autotile plugin to see if that works.  If neither of those result in anything useful, we'll go with the zipping up project option.
 
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CriticalGames

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Ah, good idea! So I tried the F8 approach, but there don't seem to be any related errors. Just a standard "WebGL: INVALID_VALUE: buffer_data: size == 0" which appears on every project I create.


So then I tried creating a new project, and incorporating the autotile plugin - still not working. So I must be doing something wrong, but I just can't figure out what XD To make it easier, I've included a link to that brand new project below (as it was easier to compress - my main project is currently around 400MB haha).


https://www.dropbox.com/s/ehb50d5rum88f7r/UpperAutotilesTest.rar?dl=0
 

Shaz

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Okay - looks like I have to do some mods to make this compatible with 1.3.1 which introduces a new ShaderTilemap object and sometimes uses it instead of the original Tilemap object.  I'll have to figure out why, and if it's as simple as applying the same changes to the similarly-named functions in that object.


The tiles show up if you add something to the A2 slot of the tileset.  Do you NEED to have that slot blank?  If not, just add ground tiles to the tileset and it'll work.
 

CriticalGames

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Aha, I see! Glad to know it's not just me being stupid then haha.


I tried adding something to the A2 slot of the tileset, but it didn't make a difference for me. Because otherwise, no, I don't need it blank. Sadly that doesn't seem like a solution for me, though.


Anyway, thank you so much for such a quick and thorough response! Glad we could get to the bottom of this, and I'll keep an eye out for updates (fingers crossed it's that simple) =D
 

Shaz

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are the ground tiles on your map?  And is this in a new project or the original one you were using?


Just want to be sure you're using 1.3.1 and not 1.3.0
 
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CriticalGames

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I was using 1.3.1, however it was the version from the 12th of August, rather than the newest which is from the 18th. Anyway, I've updated and now I can see the representative tile in my map while playing - however there's no animation. Whether or not I have something in A2 doesn't seem to make a difference. This is the original project that I was using, but I tried the new one I sent you too =)
 
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Shaz

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It might just be a matter of waiting until I get the time to update the plugin for the newest MV.  It probably won't happen until next week sometime.  But you should be able to continue to use the representative icon as a placeholder in the meantime.  TBH I don't recall if I saw any animation when I got it working either, but if there wasn't, it'll be for the same reason - new class needs to have the same mods applied.
 

CriticalGames

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No worries at all Shaz! After all, I've been using workarounds this whole time - so even if you don't get around to updating it, that's fine =) Thanks again very much for the help! It's sincerely appreciated.
 

CriticalGames

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Hi Shaz,


Just thought I'd ask - are you still planning to update the plugin? I don't mean to pester you, but I was just working on something in-game and was wondering if I should wait for the plugin or try to find a way around it =)


Thanks!
 

Evidamon

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Hello shaz
do you update your plugin soon?


thank you 
 

CriticalGames

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Hello shaz
do you update your plugin soon?


thank you 


Hi Evidamon,


Shaz and I had a conversation about this via PM, and (in brief) she said that the latest RPG Maker MV update basically prevents her Upper Autotiles plugin from working - there's nothing she can do to make it compatible. So unfortunately, this plugin won't be updated.
 

Evidamon

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it's a shame she can not meter the day I find this a very practical plugin
 
autotiles of the system rpg maker mv is very limited and I think its a shame quon can not configure more


In any case thank you for your good rest continuation a toi
 

Shaz

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The newest version of MV does tiles, especially autotiles, quite differently to previous versions.  It's really fixated on the 3 animation frames and the hardcoding for this is embedded even deeper than before.  I spent several hours trying to update the plugin with CriticalGames, and I got it working for plain, non-animated autotiles.  Autotiles will show, but they will not animate.


I'm sure it's possible to get it working, but right now I don't have the time to look into it thoroughly enough and test.  Maybe in another month or two I'll have the time, after exams are over.
 

Evidamon

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it's unbelievable that we failed to ensure that we can set the animation of autotiles as we hear it would make much more beautiful map in any case thank you for your reply and I hope you will time to update your plugin as it would be very useful in any case good luck to you for your exams
 

Shaz

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The developers make the engine the way they want it.  The changes that have broken this plugin were (I believe) to address some performance or display issues.  If they implement everything we ever wanted, the engine would take much longer to be released and would be impossible to use.


You can't please all the people all the time ;)
 

CriticalGames

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The developers make the engine the way they want it.  The changes that have broken this plugin were (I believe) to address some performance or display issues.  If they implement everything we ever wanted, the engine would take much longer to be released and would be impossible to use.


You can't please all the people all the time ;)


To be fair, though, the limited auto-tiles in the initial release were more a design failing than a programming one - especially since they changed something that was perfectly functional in 2K/2K3/XP. I'd honestly like to see them take the approach of a program like Unity where, rather than losing features and good functionality, we (generally) only add them. But this probably isn't the place for that discussion, so I'll get off my high horse =P
 

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tell me I wonder if by chance would have met a plugin that would allow me to animate the tileset bypassing autotiles
 

CriticalGames

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tell me I wonder if by chance would have met a plugin that would allow me to animate the tileset bypassing autotiles


I'm sorry, I've never found a plugin that allows me to bypass the autotile system. There are technically ways to fake it by using events or parallax backgrounds (I do both of these), but too many events/too large a parallax background can create lag when loading up a map, so it's not a perfect solution either. Hopefully someone figures out a way!
 

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there has to be a way around the particular saw a mog Hunter plugin that can change in season that changes the Tileset elements it would be interesting to suck this plugin to make animations on several boards
 

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