Feature Update (v0.30)


Version 0.30 is here ! This update feature a brand new window for a better user experience, new plugin parameters, new plugin commands, as well as some bug fixes.


Changelog : 

- Changes :

  • Added a new independent window "Drag's Dev Tools" during playtest. See below for more informations.
  • Added a new plugin parameter : Show Drag Dev Tools Window During Playtest.
  • Added a new plugin parameter structure : Autotiles Rules. See below for more informations.
  • Added a new plugin parameter structure : Tiles Groups. See below for more informations.
  • Added a new plugin command : Swap Groups. See below for more informations.
  • Added a new plugin command : Set Variable. See below for more informations.
  • Added a new plugin command parameter "Erase Upper Layers". Setting it to true will erase any tile placed on upper layer than the placed tile.


- Bug fixes : 

  • Fixed a bug where simple shapes would not appear correctly in the "Tile Window".
  • Fixed a rare bug where placing an autotile would transform surrounding non autotile.
  • Fixed a bug where tiles on x: 0 or y: 0 couldn't be changed
  • Fixed a bug where using "Cancel Build" plugin command into a common event would require an extra key binded press to place a future tile.
  • Fixed a bug where some A5 tiles couldn't be placed correctly.


- About the new independent window "Drag's Dev Tools" :

This independant window will open up if you have set the plugin parameter Show Drag Dev Tools Window During Playtest to true. 

This window has several usage, the most important one being to give you the tile ID without having to count or do the map yourself. To do so, simply play test your game and load/begin a new game. As soon you are in a map, the tileset used for that map will be displayed in the window. Move your cursor on the tile you'd like to get the ID and it will show you the number to use !

You can switch to the different tileset (A, B, C, D, E) by clicking on the menu "Tileset" and selecting the tileset you want in the dropdown that appeared.

While in playtest, this window will also give you the game player x, y and region ID position and the cursor x, y and region ID position.

Last but not least, you can also hide some specific layer of your map by clicking on the menu "Layers" and selecting the layers to be displayed in the dropdown that appeared. Note that this will not edit your map in any way, it just hide/show temporarly some layers while in playtest. If you close the playtest, you can see in your MZ editor that nothing has changed.

TO BE ABLE TO USE THE THIS NEW WINDOW, YOU MUST HAVE PLACED THE GIVEN FILE "Drag_DevTools_index.html" AT THE ROOT OF YOUR PROJECT (THE SAME FOLDER THAT CONTAINS YOUR "game.rmmzproject"


About the new Autotiles Rules plugin parameter :

In the plugin parameters, you can now specify some "rules" that will apply to autotiles in your game. 

Currently three type of rules can be selected to be applied : 

-Autotile With : This rule will makes the first specified tile ID to autotiles with the second specified tile ID. For example, a dirt cliff and a dirt path does not autotiles by default. By giving the dirt path tile ID first, selecting "Autotile With" in the rule dropdown and then giving the dirt cliff tile ID, the dirt path will now autotile with the dirt cliff. Note that the dirt cliff will NOT autotile with the dirt path, unless you add a new rule giving the dirt cliff first and the dirt path in second. 

-Autotile With Edges : This rule will make the specified tile ID to autotile with the "edges" of the map.

-Ignore : This rule will make the specified tile ID completely ignored by requested update of the plugin. Before you may have noticed that when building an autotile, the surrounding autotiles was updated to check if they had to change of shape. This is fundamental for autotiles, but on some occasions, it could be annoying if you had done shift-mapping since the tile was reverting back to something that wasn't ship mapping anymore. With this rule, you can now avoid that.


About the new Tiles Groups plugin parameter and the new plugin command Swap Groups :

In the plugin parameters, you can now specify some "groups" of tiles that you'll be able to use in combination with the new plugin command Swap Groups. 

You can define a new group by first giving it a unique name, selecting the tileset the tile(s) belongs to (it is currently impossible to mix differents tilesets tiles in the same group, for example A tiles and B tiles, you'll have to make a second group to do so), and then the tile(s) ID(s) that belong to this group. Once you'll have setup at least two groups, you'll be able to use the new plugin command Swap Groups.

The new plugin command Swap Groups will let you change easily tiles from a specified source group (let's call it group A) to a destination group (let's call it group B). A specific layer can also be choosen.

Two scopes can currently be used : Fixed and Calc Group :

-The Fixed scope will swap every tiles belonging to group A to tiles of group B inside a rectangle. The rectangle is calculated by the x, y Start Point (that define the top left of the rectangle) and the x, y End Point (that define the bottom right of the rectangle). 

-The Calc Group scope will swap every side by side tiles belonging to group A to tiles of group B, starting at the x, y Start Point. 


About the new Set Variable plugin command Swap Groups :

This new plugin command will let you store into the specified game variable either the tile ID OR the tileset letter (A, B, C, D, E) of the specified x, y, layer tile.


Stay safe !

Files

Drag Sandbox Map v0.30 24 kB
Feb 13, 2022

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