If you post a screenshot, host it on or another website because the images posted here are tiny and I can't read it.On the console tab, copy/paste the error log and paste it here.Press F8 when you receive it to open up the debug console.Plugin Name: (What is the name of the plugin?)Įrror Message: If you received an error message: Here is the template to submit a bug report: If you still get the bug after updating all the plugins and installing them properly, continue on and using this template: If you don't have the patience to do that, I won't share my patience to fix the bug. HOWEVER, before you make a bug report! Download all the latest version of the plugins ( and installing them properly ). Any tile that is not empty on that layer will make the *direction* based on `arrowImpassable` value impassable. For arrow passable: add *Custom Properties* (in Tiled) `arrowImpassable` with value `up` `down` `left` or `right` to Tile Layer.Add *Custom Properties* `planeX` and `planeY` for parallax moving. For parallax: add *Custom Properties* (in Tiled) `parallax` with value `true` to Image Layer.Images for Image Layers should be put in **img/parallaxes**.You can turn off Visible for Region Layer if you want.
![rpg maker mv template tileset rpg maker mv template tileset](https://i.stack.imgur.com/Kgw6C.png)
For Region ID: any Tile Layer with *Custom Properties* (in Tiled) `regionId` with value is number will make any tile that is not empty has a region ID of entered number.You can turn off Visible for Collision Layer if you want. Which mean any tile that is not empty in that Layer will have collision.For collision: any Tile Layer with *Custom Properties* (in Tiled) `collision` with value `true` has collision.For lower layer (layer that BELOW player), no need to add anything.For upper layer (layer that ABOVE player), add *Custom Properties* (in Tiled) `layer` with value `upper`.Put `` into an event comment box for positioning.Put all tilesets into the game's **img/tilesets** This is a reminder!.Put all json files from Tiled into the **maps** folder.ID being the map's index as seen in the editor. Export as json file and make sure that the filename is Map*ID*.json.When loading your images, make sure to reference them all in the game's **img/tilesets** folder.The Tile size you set will be the grid in the game! Create a New Folder named **maps** (without asterisks) inside game project's root folder.Surprising Sandwich Additional Features.The most frequently used flag is the passage flag - X for not-passable, O for passable, star for tiles that should appear in front of the player (like the tops of two-tile-high trees on the B-E set).įinally you create a new map and tell it to use that tileset. Once you've done that, you've got to set up the flags. They're all the same size, and can have transparency. NONE of these should have transparency on the tileset, normally (A2 is the exception, where some of the tiles on the right might be partially transparent). A5 is 8 tiles wide and 16 tiles high and are not autotiles. From memory, A1 is animated autotiles - water and waterfalls. If they are not named, use the descriptions above the slots to determine where they should go. If they are, be sure to only put them in the same-named slots (A1 tileset images should only go in the A1 slot). Usually they are named with A1-A5 or B-E as part of the name.
![rpg maker mv template tileset rpg maker mv template tileset](https://www.spriters-resource.com/resources/sheets/97/100196.png)
Then go into the Tilesets tab in the database, create a new tileset, and select your images to go into the appropriate slots.
![rpg maker mv template tileset rpg maker mv template tileset](https://www.spriters-resource.com/resources/sheets/97/100472.png)
They need to go into the img/tilesets folder (I'm assuming that's where you put them, but you didn't specifically say, so just pointing that out).