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A member registered Jun 20, 2015 · View creator page →


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That is not an installation folder. It looks like you downloaded a zip of the master branch, but why?

It sounds like something went wrong with extracting the full zip file before you tried to compile it. In any case, please ask for help with compiling Tiled on the Tiled Forum.

I only maintain the Qt-based library used by Tiled itself. You can check out the list of more generic C++ TMX parsers and have a look which one seems maintained and suits your needs.

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Hmm, which version were  you using before? And is the new version that itch tried to install the same architecture? In any case, you can probably fix this problem by explicitly uninstalling all versions of Tiled (also check Add/Remove Software in Windows) and then installing the latest one.

Yes, you can also download the releases at GitHub. Please do consider reporting the issue you're having though, which I guess is not specific to downloading Tiled.

Sure you can, but whether it will be a good fit depends on what kind of fantasy city you're after and what your art assets are like. With Tiled you can make cities like in old school RPGs, but if you want roads and buildings at more flexible angles then it's probably not a good choice. Check out the world of Source of Tales for an example that was done with Tiled.

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The installer creates a shortcut to provide a quick way to launch Tiled. It should be optional (as should be whether to launch Tiled after installing), but I haven't figured out how to do these things yet. To avoid the installer (and to receive more frequent updates), use the itch.io app and choose the "snapshot" version of Tiled instead of the "release".

I can't tell you why Windows would give you such a confusing error message when trying to remove the shortcut. I have personally never had any problems simply deleting it...

Why ask this question as a reply to an old devlog? :-)

There is currently no support for exporting to GMS 2, but it could be added of course. See the following issue for more information: https://github.com/bjorn/tiled/issues/1642

Replied to Kenney in KeyCars comments

I had tried to press a lot of keys, but both keyboard and mouse clicks seem blocked. I just tried ESC and it does nothing. Also the rendering stops. But Ctrl+Alt+2 still works so you can login and "pkill -9 KeyCars.x86". I'm using Xfce.

Replied to Kenney in KeyCars comments

I've just tested the Linux version. Quite a fun game! The only issue I ran into was that it kind of locked me out of my system when I pressed the Fullscreen toggle. I had to switch to another virtual terminal and force-kill the game to recover.

I don't quite understand your issue, since the "move layer to front" action modifies the map and not a tilesheet. Also, neither Tiled nor tIDE use the yaml files, so I don't think the problem could be there. Could you report the issue and the steps to reproduce it at https://github.com/bjorn/tiled/issues? It's better to discuss it there.

Sure, sometimes it's better to roll your own solution (or sometimes people fork Tiled and add whatever they need to it, since it's free software after all). Your use-case is still something I'd like to support in Tiled as well.

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The existing Terrain Brush is only suitable for corner-based terrain transitions. In the upcoming Tiled 1.1, the added Wang Brush may be of use in your case, but it still has some way to go before it could conveniently edit a combination of both corner-based transitions and road connections. Please try it and provide feedback on what you'd expect from the tool (best on the forum or on GitHub), so we can continue to improve it.

It's embedded in the new tileset editor now, which you'll have to open first by clicking the "Edit Tileset" button below the tileset view.

This may be a problem with the library that you're using. Which one is it?

Most virus scanners suffer from false-positives, and they are especially wary of files they do not recognize, which is the case especially with the development snapshots. You can be pretty sure they are not actually infected, since they are being built on a clean virtual machine on AppVeyor. You can help reduce the false-positives by reporting them to your antivirus vendor.

Should be no problem. Are you trying using the itch.io app or the website?

This map editor is not for any game in particular. It can be used for any game for which the content can be described with the primitives provided by Tiled. This includes most tile-based games obviously but levels can also be made of freely placed images. Examples of games that have used Tiled are Shovel Knight, Axiom VergeRoad To Ballhalla and Brigador.

To see the download options without paying, all you need to do is click "No thanks, just take me to the downloads" on the pop-up that opens when clicking the Download button. Unfortunately, not explicitly asking for donations leads to much less people donating, which would mean I can spend much less time working on this tool.

That's great! I've finally gotten around to adding it to the list of frameworks. :-)

And that's why we have to be careful to always write "Wang" capitalized. :-) And indeed I hope people will be able to cool stuff with this feature. There will be some improvements to it in coming builds, and feedback is very welcome.

There is no native support for Unity, but there is a very nice Tiled2Unity solution for converting Tiled maps to Unity meshes and game object instances. There is also Tiled4Unity, a variation that avoids the need for using an intermediate application. Check out this page for other potential options.

I'm Dutch, but my parents love Norway. :-)

No problem at all. Tiled will always be available free of charge (and open source) because I think anybody should be able to use it regardless of their ability to support the development. I hope you will find it useful!

Probably Ctrl + Paste. :-)

This is doable in Tiled, either by placing the upper part of the tree in another tile layer or by using tiles that are higher than the height of the grid, in which case the tile image will extend to cover tiles above.

Thanks for mentioning it, I'll be sure to look into the problem! I anyway am planning to change the OS X package from a .dmg to a plain zipped up .app folder, which seems to be more common nowadays. Maybe that will resolve this as well.

Hello Roadhammer Gaming! First of all thanks for buying Tiled! Unfortunately you're running into a regression in the latest release that I'll try to fix in a 1.0.2 release soon. Thanks to your detailed report it occurred to me that I forgot to list external tilesets that have not been added to the map yet in the Terrains view. As a workaround, you can place a tile from the tileset manually first or choose Map -> Add External Tileset from the menu to add your tileset to the map.

Thanks! I've added them to the collection. :-)

Thanks, that's really appreciated!

Great updates! I was especially annoyed by some editor bugs. :-)

Now one thing I'd like to see improved is the title and image shown when tweeting a devlog. It's only showing the header image and the generic title and description of my application, but in this case I think it would be much nicer to use the attached image and devlog title / first line of content.

Tiled makes no assumptions about your programming language or engine. Of course, for some programming languages or engines there will already be Tiled support out of the box and for others you will have to code a loader for Tiled's map and tileset files yourself.

Tiled can export to Lua, so that saves you from having to write any parser code. And for Love2D, there is the Simple Tiled Implementation which helps you with rendering your map.

Hmm, I guess there would be three options:

  • Compile Qt for Google Native Client and then compile Tiled against that version of Qt, in order to eventually have something that you may be able to distribute to Chrome browsers. Not an easy project and making Tiled usable in that environment will likely require additional changes.
  • Install a Linux desktop alongside Chrome OS, so you can install Tiled there. Note this should not be read as a recommendation to do it.
  • Use a remote desktop application to access Tiled installed on another computer.

If it's a Tiled map in JSON format, you should be able to just open it by going to File -> Open. If the file type filter is too specific, change it to "All Files" or "Json map files". If your JSON level is not actually a Tiled map, then you'd need to convert it first or write a custom importer.

You can change it in the Preferences:

Hey Hordecall, first of all thanks for your donation! About your problem, I assume you've already tried changing the base color of the theme? This also affects the tile palette background somewhat (if you're on macOS, change to "Tiled Fusion" theme first). Another option is to try a development build where I've coded a background color option per-tileset, though unfortunately it's a little unstable at the moment. You can find the latest build for Windows here.

You should ship MSVCR110.dll with the game, otherwise it won't run out of the box on Windows 10.

Actually since recently the Tiled snapshots can export maps to GameMaker: Studio room files! https://github.com/bjorn/tiled/pull/1386

Thanks! I'll be sure to check out your maps. In the meantime, I've added your game to the Games made with Tiled collection. :-)

Probably. There's a related issue on GitHub about having the anchor in the center. I'm just not sure exactly where to put this option yet.