Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thorbjørn

165
Posts
3,360
Followers
34
Following
A member registered Jun 20, 2015 · View creator page →

Creator of

Recent community posts

I just tried it and it’s working fine for me. Could you open an issue at https://github.com/mapeditor/tiled/issues and attach the file that is not importing correctly?

(1 edit)

Hmm, several people have shared that Tiled runs fine on M1, but I can’t test it myself. In what way did it not run well for you?

What kind of export would that be?

Check out this page for a list of possible solutions, in particular SuperTiled2Unity is pretty well maintained.

(1 edit)

The oldest version I can support in the latest version is macOS 10.12. The previous version, Tiled 1.8.6, could in theory still be compiled on macOS 10.10 against Qt 5.6, but I don’t currently have such a build available. I’m not sure what is the last available build that worked on 10.10, but you can get older versions from https://github.com/mapeditor/tiled/releases

Unfortunately that chance is currently very slim since it would be a major project given the amount of UI rework needed, plus I don’t personally own an iOS device so I’d need to rely on emulation for testing purposes. An Android port might be easier, but it still requires a great deal of UI to be rewritten.

Hmm, not sure what could be causing that. If the installer doesn’t work then one option would be to use the ZIP files available for each build on GitHub. Make sure you’re logged in to GitHub, click the latest successful build, scroll down to Artifacts and take for example the “Tiled-win64” (without the .msi extension).

It could be useful to provide ZIP archives on itch.io as well, especially since the itch.io app also prefers that, but in the installation experience seems to be better on Windows with the installer (except for such issues…).

Apparently rotate90 was added about 5 months ago and released with Defold 1.2.191 beta. I’ve now added support for this in the Defold export plugins, which will be available in Tiled 1.8.6 (alternatively you can soon download development builds from here if you’re logged in to GitHub). Thanks for notifying about this feature!

(1 edit)

I don’t think such an extension already exists. A custom exporter could be written for this as a JavaScript Tiled extension.

I’m keeping a list of existing extensions on GitHub and there is a similar extension for exporting to GBA source files.

You can create a PNG of a map using File > Export As Image.

Unfortunately I messed up the upload to itch.io, I've re-uploaded the builds properly now!

Sorry, it appears something went wrong with the upload to itch.io! I'm re-uploading right now.

Thanks richtaur! I tried my best to address many known issues, but unfortunately one of the fixes introduced a crash when creating new objects, so a 1.8.4 release is coming up as soon as possible!

No, it should work on either drive. Most of the time, when this kind of installation problems occur, it is because there was still an existing install. In this case, be sure to uninstall all entries listed in "Add/Remove Programs" before installing Tiled.

At the moment you'd need to set up each animation separately, and rely on the two animations playing at the same time. A few alternatives:

  • You could set up your tileset twice, once with larger tiles, such that you can animate this door as a single tile.
  • You could use an "Image Collection Tileset", and save each frame of the door as a separate image. This option might work best if you have many different sizes of animations.
  • To make it easier to set up multi-tile animations, check out the Bulk Animations extension.

Maps can be saved as XML in the TMX format, or as JSON. Both formats support all Tiled features. For using Tiled maps in Unity there are several solutions, but I'd recommend using SuperTiled2Unity.

Note that in the meantime, 32-bit builds are again available in addition to Windows XP builds, but Windows XP builds will no longer be provided starting with Tiled 1.9.

Found the issue, the links should work again in a moment. :-)

Yeah, for some reason the URLs now require a ".html" extension, for example https://doc.mapeditor.org/en/latest/reference/support-for-tmx-maps.html. I'll have to check if there's a way to get the old URLs working again. At least this is only broken on "latest" docs and not on "stable", but the URLs here on itch.io link to the latest version...

There is at the moment no ready-made portable version distributed, but you can make one by placing a "tiled.ini" file alongside the executable. If this file is present, Tiled will use it to store its preferences (instead of using the registry) and will also store session and other user data along with the executable (instead of using the system user data location). At least, I hope that is enough to be portable. If running the installer once is a problem, you can download a development snapshot, which is available as a ZIP file. You need to be logged in to GitHub to see the download links (under "Artifacts") after clicking on a build.

OpenCollective is unlisted because I'm trying to balance providing options with keeping things simple and not overwhelming those who'd like to support me. However, it's an active and valid way to donate! I'll put a mention on the website soon, because I like its transparent management of funds and other unique features.

Tiled only ships with a few small example tilesets, so generally you're expected to bring your own tiles or find them online (like here on itch.io, or on opengameart.org). I'm sure you can find Pokemon tiles or something similar. :-)

I really appreciate your interest in supporting me, but when in doubt whether Tiled suits your needs, just download it for free! If you want to support further development you can always come back here later, or donate through other platforms.

Tiled currently features two ways to automatically place tiles: a smart Terrain Brush, which can automatically connect tiles in various formats (corner-based, edge-based or blob) and Automapping (rule-based tile placement), which can be used for more complex needs.

(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.