Anything that will make it more clear for me will help me out. Other: Post screenshots of the bug, screenshots of your plugin list, videos also help, etc. After doing so, it's best if you send it through private message if you don't want others rummaging through your game's files. If I cannot replicate the bug, I may ask you to upload a copy of your game's project for me online through either Mediafire, Dropbox, or any other online hosting provider. How to Replicate Bug: In order for me to fix a bug properly, explain to me IN DETAIL, how you managed to get it to occur. 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. 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. Here I have given the demon world tiles a whole new set of ground and wall types. Export as json file and make sure that the filename is Map*ID*.json. The tilesets that no one asked for lol when I opened up MV for the first time, and was looking around at the various tiles I was very much not happy that there was so few assets and items for other tiles that wasn't your typical fare of forests and villages.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.
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