Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Thorbjørn

142
Posts
1
Topics
2,810
Followers
30
Following
A member registered Jun 20, 2015 · View creator page →

Creator of

Recent community posts

(5 edits)

I think an autosave feature would be nice to have in general, but I also really like your idea of using Tiled as a tool to keep track of the explored area and to stream that using OBS. Instead of a plugin, possibly the "tmxviewer" application could be used to render the map, if only it would automatically reload the map file on changes (which is something that could be implemented). Of course a plugin could add functionality that would not be possible with an external application.

I've opened an issue about an autosave feature.

This editor can be used to create tile maps, or levels for games in general.

Since Tiled as-is would not work well on mobile, this is a relatively big project. It is tracked by issue #1971, but it's unlikely to get done anytime soon. For Android you can try NotTiled. I'm currently unaware of an alternative for iPhone.

Most 32-bit Linux distributions do provide a Tiled package in their repositories, but of course it may be a little out of date. Alternatively, there's a Tiled snap package that includes an i386 build. You can definitely also compile Tiled yourself, the source code is at https://github.com/mapeditor/tiled and there are compile instructions in the README.md.

Since macOS is getting more strict and there are plenty of macOS users who would benefit from it, I've registered a developer account and made sure the latest Tiled 1.7 release is both signed and notarized.

Built-in GM:S 2.3 export was added in Tiled 1.5.

Hmm, I'm terribly sorry, but apparently you need to be logged in to GitHub to download any artifacts. Maybe take https://update.mapeditor.org/snapshots-win/Tiled-2021.03.23-win64.7z, which is the last snapshot build. For future releases I'll look into making an archive like this directly available.

(3 edits)

Hmm, I have no idea and it's the first time I head about this problem. Did you manage to install previous versions of Tiled?

To avoid the installer, you could go to the Build Packages workflow on GitHub, click on the latest successful build and download the "Tiled-win64" (without .msi suffix), which is a ZIP file rather than an installer.

If you already have a version of Tiled installed, you could also try to uninstall it first.

(1 edit)

You can visit the GitHub Build Packages workflow, click to the last successful build and scroll down to "Artifacts", and find the "Tiled-win64" artifact without ".msi" suffix. It's a ZIP file rather than an installer, so you can use it without admin.

I'd like to make it available also on itch.io, which should also work properly with the itch.io app. Only problem is that there'd be so many download options provided that it'll get rather confusing.

Yeah, actually animated tiles are supported by SuperTiled2Unity and the problem was eventually resolved on the Discord server: https://discord.com/channels/524610627545595904/524610627545595906/8112055307689...

Ah, maybe the CSV export can be some help here. Of course, as the name implies, it separates values by commas so if those are not desired you'd have to delete them again, but it does allow setting a custom "name" property on each tile which it will then use to represent that tile in the export.

I still maintain that writing a bit of custom JavaScript is much preferred it this case, especially because each game stores its data slightly differently so the code can be adjusted as needed, and that without having to compile Tiled itself. Even if you can't write it yourself, maybe you can find somebody who can help you with this.

Thanks! The export supports both placement of individual sprites as well as sprites used as a tileset.

Hey Terwilf, editing levels of old games is indeed an interesting use of Tiled! Regarding implementing such export functionality natively, see  the Tiled manual about implementing custom export formats. I'd recommend using JavaScript, since Python is not supported everywhere and has some compatibility issues and C++ plugins are even trickier in terms of compatibility.

The only downside of using JavaScript in your case is that the Windows XP build ships with a somewhat outdated version of the JS engine, which currently makes it impossible to write a custom importer. It should hopefully be functional enough to write an exporter though.

Please feel free to let me know about your exporter if you write one, maybe it would be nice to link it from the tiled-extensions repository.

GDevelop 5 supports Tiled maps directly with its Tilemap object. Construct 2 supports importing TMX files since beta 149 (not sure what the support currently looks like). For Godot there are several options, the most recent being a Tiled to Godot export extension.

There's a large amount of pixel art available on this website, check out https://itch.io/game-assets/tag-pixel-art/tag-tileset. Another site where you can find freely available art is https://opengameart.org/.

(1 edit)

Probably it just says it's a potential thread. Rest assured it's very unlikely there would be an actual thread, since the builds are done on virtual environments maintained by AppVeyor, Travis CI and GitHub. And of course you can trust me. :-)

(1 edit)

Yes, there are several formats you can export to, and there are many libraries and frameworks that can help you load and in some cases render the maps. GMS2 is currently not directly supported, but there are some solutions you could try. Check out this GitHub issue for some links and subscribe to get notified about updates.

Hey kobraGrey, regarding the export not working for the version you installed through apt, this is probably due to a packaging problem. You can check the Plugins tab in the Preferences to see if they are available at all. You could alternatively try the snap package, which ships with most plugins.

Unfortunately, I don't know what you're referring to with the XML wrapper or what you mean with the JSON being wonky. Can you please open an issue on GitHub so that you could attach the files and/or screenshots to show what you mean?

For now, Qt does not appear to support the ARM architecture for macOS (only for iOS) and it will also need to support the building of universal binaries, for which they have issue https://bugreports.qt.io/browse/QTBUG-85447 open. As soon as Qt supports this I can look into building universal binaries of Tiled.

You're using a development snapshot, which contains changes leading up to Tiled 1.5. This includes the removal of the Terrain Brush, since this functionality is now completely covered by the Wang Brush and the related Wang Sets mode in the tileset editor. Unfortunately I haven't gotten around yet to updating the documentation, but the workflow remained largely the same.

If you prefer to go back to a version where you can follow the steps in the video exactly, you should use Tiled 1.4.3 instead.

Thanks for your honest feedback!

In Tiled 1.5, the "Terrain Brush" gets a big update and will support edge-based tile connections and blob tilesets in addition to the current corner-based terrain.

Templates indeed can't be used to place tile clusters (they're only for objects, and an object can only refer a single tile), but Tiled has a "Tile Stamps" view where you can save tile stamps for later reuse.

I'm always interested in making Tiled more intuitive and the documentation more clear, so your feedback is really appreciated.

Hey Eden, I hope you figured out your problem. It looks to me like the tileset is incomplete, since I don't see any tiles that would connect the two straight paths with any of the other tiles. In addition, there are no inner corners that connect to the outer corners (maybe they do connect, but in the overlay there are some markings missing that would be required for the tiles to connect as far as the Wang Brush is concerned).

Please don't hesitate to come to the Tiled Discord or the forum, where you will often find help. I'm sorry for the late reply here.

(2 edits)

The non-snapshot is considered a "stable release". It can have issues, but I try to fix any serious ones and release a new version (like 1.4.1 and 1.4.2), but those versions mostly won't contain new features.

In the meantime, I'm developing new features for the next release (currently Tiled 1.5). The snapshots are regular development builds that enable people to benefit from the features that have already been implemented as well as to help testing them.

Well, it's hard for me to justify paying Apple to get its operating system to trust Tiled. No other operating system requires such a fee. Maybe it would be worth it if I was selling software on the App Store, but Tiled is free. If I would charge for it on the App Store I would be misleading users into thinking they need to pay for it, and Apple would screw me over further by taking a whopping 30% cut.

If enough of my supporters care about this I could consider paying the $100/year fee. Until then, since Tiled is free software, you should be able to compile it yourself by following the linked instructions.

Unfortunately it's not possible without paying Apple as far as I know. However, since Tiled is open source you could build it yourself to use it on your work Mac. There are instructions in the README.md.

I'm not sure what you mean. If you're having trouble downloading Tiled from itch.io, try https://github.com/bjorn/tiled/releases.

Yes, right-clicking while having the Stamp Brush will capture the tile (or a dragged rectangular area of tiles) from the map, so you can paint with it as well as see it selected in the Tilesets view. Since Tiled 1.4, this will also change the currently selected tileset when all tiles are from another tileset.

I was never too happy that this shortcut was unconditional either (though normally you should be able to delete it). In the latest installer (Tiled 1.4.2) there is a checkbox that you can uncheck to avoid the creation of the desktop shortcut. It only took me about half a day to make this small change to the installer... :S

(1 edit)

Whoops, Zstandard was definitely not meant to be set as the new default! This appears to be an unfortunate mistake I made when moving this option from the global preferences to the session. I'll put it back on CSV in the next release.

I'm sorry for the trouble caused!

That's odd. Can you show a screenshot?

You may want to get into contact with @axgs judging by his comment three days ago. If you make a solution that's useful for others, please let me know so we can add a link to this page in the Tiled manual.

Sorry, I don't know what those numbers mean. Can you report the issue on GitHub and include a screenshot of the error?

Tiled can't run on a phone or tablet as-is, since the UI is not suitable for use on a touchscreen. I do hope to make a start on a new interface later this year that also works on touchscreens. In the meantime, on Android there is NotTiled, which isn't Tiled, but it aims to be fully compatible.

Did you consider automating the publishing of new builds by building them on a CI system like on Travis CI, AppVeyor or since recently, on GitHub itself using GitHub Actions? You can even have it automatically publish to itch.io using butler. I'm doing this for the Tiled snapshots and it saves a lot of time, as well as avoiding the need to maintain a local build environment for all systems. I can try to help out if you're interested.

What kind of problems?

Thanks! I'm just curious, but are you just exporting maps as image to GB Studio or is there also support for using some of Tiled's annotation features in your GB Studio game?

(1 edit)

Do you mean for Windows? In that case, the Windows XP build is 32-bit and can be used on newer versions of Windows as well.

No problem about old topic! The properties you mention are tile properties, not tileset properties. The "Object Alignment" is a tileset property, which affects all the tiles in that tileset. You can open the tileset properties by opening the tileset and then through the menu Tileset > Tileset Properties. I recommend just using the latest snapshot version (Tiled 1.3.4 does not have this property yet).

Map size represents the amount of tiles on its tile layers. In the New Map dialog the resulting size in pixels is displayed as well. There is practically no maximum size.

(1 edit)

This indicates that tiled.dll and tiled.exe are incompatible, which can happen due to a yet unknown problem with the Windows installer. You can fix it by uninstalling all versions of Tiled and then installing the version you want to use again. Sorry for the trouble!