-> Note: I haven't done this on a Mac, but it should be the same.
Adding Tiles
First of all, you need to tell Tiled what image you're going to use for your tileset. So, hit the button that says
Map and select
New Tileset...
Choose the image you want, and give it a name - anything will do. Make sure that Tile Width and Height are set to 32, and that Margin and Spacing are both 0.
A box should now appear alongside the Layers dialogue with all the tiles in it you can use. This is just the image you selected cut up into bits. Place the tiles where you want them, but remember to use the layers correctly according to the
Mapping Guidelines on the Wiki. To add a layer, go
Layer ->
Add Tile Layer....
Adding Objects
Select
Layer in the whatever-that-bar-is-called-on-a-Mac, then
New Object Layer.... Now just click on the map wherever you want your object to appear and drag it to the right size.
Warp Points
Right-click the object and select
Properties.... Fill it out like this:
You'll need three properties for a warp. Add them, and fill out the
Name sides like this:
Then fill out the Value column:
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mapname
x coordinate (pixels)
y coordinate (pixels)
For example, if you wanted the warp to send you to the steps of Auldsbel's house, which in tiles is 51x 68y: because you need the coordinates in pixels, just take your tile coordinates and multiply by 32 (tiles are 32 pixels across), then add 16 so the player appears in the centre of the tile.
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Name: toWoodland
Type: warp
dest_map | 011-1
dest_x | 1648
dest_y | 2224
You can find the coordinates of a tile by holding the cursor over the tile you want in-game or in Tiled. In-game, hit F10 to display the Debug window, which has the map name and coordinates of the tile on it note that this is the tile with the cursor over it, not the tile you are standing on.
In Tiled, the coordinates should be displayed somewhere. On Ubuntu it is in the bottom left, I can't see the bottom left corner of Tiled in that screenshot but I assume it is the same.
Monster Spawn Points
This time, you'll need to put some properties like this:
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eA_death
eA_spawn
max_beings
monster_id
eA_death gives the minimum delay before respawning after the death of the entire mob, and eA_spawn is the minimum delay between spawns - both in milliseconds, probably.
Max_beings is the highest number of monsters allowed to spawn from that point, and monster_id is of course the monster's ID. A (probably) complete list of monsters and their IDs can be found
here.
For example, three squirrels that take a while to respawn if you kill them all, but respawn very quickly if you only kill one:
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eA_spawn | 500
eA_death | 120000
max_beings | 3
monster_id | 36
Hope this helped, and thanks Freeyorp for showing me most of this