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Thorbjørn

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

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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.

That is not a glitch but an unfortunate inconsistency in where the objects are anchored. Whereas rectangle objects have their origin in the top-left, the tile objects have their origin in the bottom-left (or even bottom-center, in the case of isometric maps). At some point in the future I'd like to unify all this.

You're welcome to! Of course Tiled won't fit everybody's project, but feedback is always appreciated and I'm continuously working to improve it.

That's something you'll need to implement in your game / engine. You can use Tiled to set custom properties, for example to configure where the time machine will take you.

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It doesn't directly save/load GameMaker files, but there are some conversion tools available for converting Tiled maps to GameMaker rooms. There is a discussion about adding support for GameMaker on the Tiled forums.

This is a known issue that will be gone once Qt 5.6.1 is released and Tiled is compiled against that version. In the meantime, it usually helps to close the Maps view while doing the resize, since the crash is related to the rendering of the file icons.

Thanks for sharing! I've done some first steps to get this code to compile and link on Linux. Unfortunately it crashes on startup, but I hope that won't be too hard to fix.

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It's fixed now. It was due to a bug in itch.io, that I have reported now.

I think it doesn't really matter whether it's on GitHub, Bitbucket or GitLab. They're all great services. GitHub is the biggest, but GitLab allows you to log in with accounts at either of the others as well as with Twitter or Google.

In any case that's great news and I'm looking forward to trying it out!

You could just put a disclaimer along with the code that you're not comfortable with it. Besides, maybe somebody would like to help you clean it up! I would definitely like to try out your tool, but I don't like running applications that hide their source code. Also, I'm generally working on Linux.

I think Tiled2Unity is probably what you're looking for. It's up to date with Tiled's features and well maintained. There are a bunch of other options though, which may be more suitable depending on your needs.