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How to use Tiled
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How to use Tiled
Can you tell me how to use it? I can make it, but don't know how to edit.
who was...
Re: How to use Tiled
when you're on the object layer , when you're mouse is just on the objectswimmy wrote:Can you tell me how to use it? I can make it, but don't know how to edit.
right click
"properties..."
Re: How to use Tiled
I thought it was a tile, but seems not.
who was...
Re: How to use Tiled
-> 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:
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.
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:
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:
Hope this helped, and thanks Freeyorp for showing me most of this
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:
Code: Select all
Name: toYourMap
Type: warp
Code: Select all
dest_map
dest_x
dest_y
Code: Select all
mapname
x coordinate (pixels)
y coordinate (pixels)
Code: Select all
Name: toWoodland
Type: warp
dest_map | 011-1
dest_x | 1648
dest_y | 2224
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
Code: Select all
Name: Monstername
Type: spawn
Code: Select all
eA_death
eA_spawn
max_beings
monster_id
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:
Code: Select all
eA_spawn | 500
eA_death | 120000
max_beings | 3
monster_id | 36
Hope this helped, and thanks Freeyorp for showing me most of this
Last edited by enchilado on 21 Mar 2010, 20:48, edited 1 time in total.
Re: How to use Tiled
The target coordinates for map warp areas are in pixel coordinates, not tile coordinates. To get the pixel coordinates multiply the tile coordinates with 32.
- former Manasource Programmer
- former TMW Pixel artist
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Please do not send me any inquiries regarding player accounts on TMW.
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Re: How to use Tiled
Adding 16 too is preferred so characters land on the center of the tile. Most warps don't at the moment.Crush wrote:The target coordinates for map warp areas are in pixel coordinates, not tile coordinates. To get the pixel coordinates multiply the tile coordinates with 32.
Re: How to use Tiled
To be center, I calculated <tile number>*32-16. Or, <tile number>*32+16 preferred?
who was...
Re: How to use Tiled
plus 16
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- former TMW Pixel artist
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Please do not send me any inquiries regarding player accounts on TMW.
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Re: How to use Tiled
Actually, wouldn't -16 be better? If you want the player to appear on 2,2 then if you add 16 he's going to be on 3,3.
Blue shows 48,48 (minus 16) and red shows 80,80 (plus 16). 48,48 is actually on the 2,2 tile, whereas 80,80 is the tile to the top right of that.
Blue shows 48,48 (minus 16) and red shows 80,80 (plus 16). 48,48 is actually on the 2,2 tile, whereas 80,80 is the tile to the top right of that.
Re: How to use Tiled
Poison ivy, two things are wrong in your line of reasoning.
1. Our coordinate system begins in the upper left corner, not the lower left.
2. Our coordinate system counts from 0, not from 1.
The upper left tile is tile 0:0.
The upper left pixel, which is the upper left corner of tile 0:0, is also 0:0.
Thus the center of the tile 0:0 is pixel 16:16.
1. Our coordinate system begins in the upper left corner, not the lower left.
2. Our coordinate system counts from 0, not from 1.
The upper left tile is tile 0:0.
The upper left pixel, which is the upper left corner of tile 0:0, is also 0:0.
Thus the center of the tile 0:0 is pixel 16:16.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: How to use Tiled
I had the red in the bottom corner at first, then thought that was probably wrong. it doesn't matter anyway.
And okay, so it starts from zero. But what if I count the tiles beginning with zero? Use the same image. I count the first tile as zero, and the second as one; I want to make my player appear on 1,1. Same thing.
If you count the first tile as zero when counting out the tile, take 16; add 16 if you count the first tile as one.
If you get your tile coordinate from the game via the debug window, take 16, since this takes the tiles as they are numbered (beginning at zero).
And okay, so it starts from zero. But what if I count the tiles beginning with zero? Use the same image. I count the first tile as zero, and the second as one; I want to make my player appear on 1,1. Same thing.
If you count the first tile as zero when counting out the tile, take 16; add 16 if you count the first tile as one.
If you get your tile coordinate from the game via the debug window, take 16, since this takes the tiles as they are numbered (beginning at zero).
Re: How to use Tiled
Maybe you mean the other way around?poison_ivy wrote:If you count the first tile as zero when counting out the tile, take 16; add 16 if you count the first tile as one.
When you have tile 0:0 and you would subtract 16 you would be at -16.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.