What essential procedures do I need to make TileD work with MZ?

Dark_Ansem

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So, I've decided to actually try Tiled, and I have to say, even if I understand absolutely nothing of the finer things, I am delighted by the amount of good symmetry I can create, unlike RPG Maker default.

Are there any essential things that I'd triple check in order to ensure I'm not wasting my time?

I have found that 48*48 tilesets work wonderfully, for me, with maps and tile size 24*24. I love the way it works for me so, obviously, I'm sure it's not gonna work in RPG Maker.

Is there also no way at all to see the Tiled Maps in RPG maker in order to place events? Or a plugin which allows selection 24*24

I suppose a workaround could be parallax mapping but I dunno, the idea doesn't make me super happy. It would at least make them visible for event editing. But on the other hand, no animated tiles...
 

Dark_Ansem

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Or should I use this...

JavaScript:
//=============================================================================
// RPG Maker MZ - Tile Size
//=============================================================================

/*:
 * @target MZ
 * @plugindesc Allows you to use tiles of a different size in game.
 * @author Fomar0153
 *
 * @param Tile Size
 * @type integer
 * @desc Enter the width and height of your tiles.
 * @default 48
 *
 * @param Key String
 * @type string
 * @desc This should be on the editor version of your tilesets and not in the name of the originals.
 * @default !
 *
 * @help Fomar0153_TileSize.js
 *
 * Create a second version of your tileset that is scaled to have 48 pixel tiles. Give it the same name as your original tileset but with your key string included.
 * Then when you play the game it will use your original tileset.
 *
 */

var Fomar = Fomar || {};
Fomar.TileSize = {};

Fomar.TileSize.parameters = PluginManager.parameters('Fomar0153_TileSize');

Fomar.TileSize.key = Fomar.TileSize.parameters["Key String"] || "";
Fomar.TileSize.tileSize = parseInt(Fomar.TileSize.parameters["Tile Size"] || 48);

(() => {

  Game_Map.prototype.tileWidth = function() {
      return Fomar.TileSize.tileSize;
  };

  Game_Map.prototype.tileHeight = function() {
      return Fomar.TileSize.tileSize;
  };

  ImageManager.loadTileset = function(filename) {
      return this.loadBitmap('img/tilesets/', filename.replace(Fomar.TileSize.key, ""));
  };

 // I'm pretty sure they just forgot to define these in MZ, the next two code blocks are lifted straight from MV
  Object.defineProperty(Tilemap.prototype, 'tileWidth', {
      get: function() {
          return this._tileWidth;
      },
      set: function(value) {
          if (this._tileWidth !== value) {
              this._tileWidth = value;
              this._createLayers();
          }
      }
  });

  Object.defineProperty(Tilemap.prototype, 'tileHeight', {
      get: function() {
          return this._tileHeight;
      },
      set: function(value) {
          if (this._tileHeight !== value) {
              this._tileHeight = value;
              this._createLayers();
          }
      }
  });

})();
 

Dark_Ansem

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ok so, I've been trying and I'm super confused - how do I set up the collisions in TileD? do I need to add a custom property per each tile?
 

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