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TDD's Plugins for RPG Maker MV. Contribute to TorD/TDDP-Repo development by creating an account on GitHub. Renamed to BindPicturesToMap, fixed looping map issues and non-standard resolution issues by implementing a fix for GameMap's displayX and Y values. Bind Pictures To Map plugin 1.0.3 updates.
Hi everyone,I am coding challenged and need a savvy person to help me out with an issue I have. This issueoccurred recently and is proving detrimental to my game although I know it is some easy fix I just can't figure it out.So here is what is happening:I am using the TDDP: Bind Pictures to Map plugin to do overlay mapping etc. It has worked great so far in my game. I have all nine levels done and they are replayable. This issue didn't happen until I started working on the ninth level. I can play through my game's levels no problem up through the last level and the credits. Instead of returning to the main menu like it should (via a simple transfer) I get the following error logged on the console:Uncaught TypeError: Cannot read property 'setDimensions' of nullThe console logs line 1692 and 1693 in the rpgmanagers.js file: SceneManager.onErrorThen the console references line 215 of the TDDP plugin: Uncaught TypeError: Cannot read property 'setDimensions' of nullI am assuming it is trying to find a picture that doesn't exist?
![Rpg maker mv picture size Rpg maker mv picture size](/uploads/1/2/7/6/127652701/210566755.png)
I don't know. I went through and thought I checked all my pictures that they are being bound correctly, called correctly, and erased correctly.This error also effects save files after they have gone through the last level.
Upon loading the saved file I get the same error as above.If I can't find a solution I may change to a different overlay plugin but I don't want to create any more work than necessary and I feel this might be an easy problem to fix. I hope someone could help enlighten me to a solution.Thank you,-OCS.
This has been solved. In case you're half asleep like me this morning.
(exclamation mark) to your parallax image, for example.!Doughnut-I only ever draw my maps and use parallax mapping, never any tiling. VX had some nice parallax lock scripts. It looks like they didn't think it was important enough to launch with a plug-in for this.I've gone through the whole list of plug-ins that came with the pre order and can't seem to find anything.:(. Originally posted by:I have done, it explains using a parallax layer with your tiled maps. But I use fully hand drawn maps. So no tiling at all, I've trawled through all of it, can't seem to find a way to lock it, setting scroll to 0 - 0 isn't working either. What the heck are you doing then?
You can't NOT use the maps, which determines everything from player and event position to scrolling, even if you don't have any visible tiles on it. I use my own maps, I draw them. Then I import them as parallax backgrounds, drawn to fit a 32x32 or in this case 48x48 grid. I still use events and script calls. On VX I would lock the parallax layer, so that events and player movement worked. Originally posted by:What the heck are you doing then?
You can't NOT use the maps, which determines everything from player and event position to scrolling, even if you don't have any visible tiles on it. I use my own maps, I draw them. Then I import them as parallax backgrounds, drawn to fit a 32x32 or in this case 48x48 grid. I still use events and script calls. On VX I would lock the parallax layer, so that events and player movement worked.
![Picture Picture](/uploads/1/2/7/6/127652701/358674259.png)
What we have here is your inability to understand that your parallax image IS NOT the map. The map is the grid on which everything is positioned, from visible and invisible tiles to events to parallax and overlay images.You do not import you image as a map into RM, you create a map and then put your parallax on it.Follow the tutorial.
Originally posted by:What? I use my own maps, I draw them. Then I import them as parallax backgrounds, drawn to fit a 32x32 or in this case 48x48 grid. I still use events and script calls.
On VX I would lock the parallax layer, so that events and player movement worked. What we have here is your inability to understand that your parallax image IS NOT the map. The map is the grid on which everything is positioned, from visible and invisible tiles to events to parallax and overlay images.You do not import you image as a map into RM, you create a map and then put your parallax on it.Follow the tutorial. No, I understand entirely.
Your attitude isn't helpful though. Originally posted by:There is a method called parallax mapping, BTBG is correct in this.It is when you make a picture and import it as a map, but makers originally don't support this method and these images don't move accordingly to the hero character's movement.Parallax Mapping example:Yanfly had a script which made this method viable for us, parallax mappers, but BTBG is asking if there is such script in MV. I am interested in this too.
Indeed, I'm glad someone else understands what I'm getting at. Originally posted by:There is a method called parallax mapping, BTBG is correct in this.It is when you make a picture and import it as a map, but makers originally don't support this method and these images don't move accordingly to the hero character's movement.Parallax Mapping example:Yanfly had a script which made this method viable for us, parallax mappers, but BTBG is asking if there is such script in MV. I am interested in this too. Archeia then pointed out that you don't need a script because MV comes with the functionality already inbuilt whereupon BTBG complained that it doesn't work for him because he has no tiles without understanding that the tiles are just little images put on the map and have nothing whatsoever to do with what he wants, except maybe act as a visual aid for getting the settings right. Originally posted by:There is a method called parallax mapping, BTBG is correct in this.It is when you make a picture and import it as a map, but makers originally don't support this method and these images don't move accordingly to the hero character's movement.Parallax Mapping example:Yanfly had a script which made this method viable for us, parallax mappers, but BTBG is asking if there is such script in MV. I am interested in this too.
Archeia then pointed out that you don't need a script because MV comes with the functionality already inbuilt whereupon BTBG complained that it doesn't work for him because he has no tiles without understanding that the tiles are just little images put on the map and have nothing whatsoever to do with what he wants, except maybe act as a visual aid for getting the settings right. I think we perhaps misunderstood each other.Thanks anyway. Originally posted by:Archeia then pointed out that you don't need a script because MV comes with the functionality already inbuilt whereupon BTBG complained that it doesn't work for him because he has no tiles without understanding that the tiles are just little images put on the map and have nothing whatsoever to do with what he wants, except maybe act as a visual aid for getting the settings right. I think we perhaps misunderstood each other.Thanks anyway. What I found when trying to follow that video.1. Created a 96x96 transparent image2.
Put an X in one 48x48 square, an O in another, left the other two squares blank3. Imported the image as an image map into tab E4. Changed passability of ths 48x48 suare of X and one blanks square to x5. Added the X and O images where they should be6. Clicked on one of the blanks (doesn't matter which I tried, in whatever order) and tried to flood-fill on top of the X or O imagea.
The X or O image did not get removed as in the video - they stayed on the imageThe strangest thing is that sometimes it will remove them if ZI choose the other passability - so if on the O images I use the blank image with passability of x it will 'sometimes' remove the O images. Other times it just won't.So - if I try to add the passability images in without using the X or O images and flood fill I have to be super careful to only put the x or o passability into the right place, and I have no visual cue as to what is where.Am I missing something, or is this a bug in MV?
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