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Tiles Editor

Tiles are the base of all the maps inside our engine. Think about them as small "bricks" or ceramic tiles which covers the ground floor. Guess what? That's why they are usually called tiles. OK let's focus back to the subject.

Tiles allow to cover the map with the background, and should be small rectangular (box sized) images which will then be used to create the background of your choice.

The standard size is 32x32 pixels tiles, but you could use whatever size you want. We still suggest you to keep the standard as it will be easier for you to share art with other artists.

Upload tiles

Once you upload for the first time your tiles file, the system will drop all the current transitions and others premade settings. This actually happens if you upload another tile set with another file name as well.

Adding tiles to your file should be just matter of adding them on your PC and then uploading again the tile file. As long as you keep the same file name, and just add tiles on the bottom of the file all will work well.
Warning: Don't change the width (and the number of columns) of your tile file as this actually changes the ID of the tiles and therefore potentially break any map you made previously.
Uploading a tiles file is matter of:
  1. Press the "Upload" button at the bottom of the window.
  2. A form is displayed, press the "Choose file".
  3. A file chooser appear and you must select the file on your computer.
  4. Press the "Open" button of the file chooser.
  5. Finally press the "Upload"" button.
Note:
  • Tiles must be placed on the grid and don't have borders between them.
  • The engine supports only PNG and JPEG images. For better quality use PNG files.
  • You can leave empty tiles, to do so simply keep the alpha channel transparent and the map editor will skip it.

The tile editor shows the file used currently for your tiles in the right part of the window. Therefore after successful file upload you shall see your new tile on the screen.

If your tiles don't follow our standard 32x32 pixels, you must change the "Tile Width", "Tile Height" size found on the top left part of the window. You should be well advise to keep the tiles square even if the engine should support any rectangular size.

Currently the engine doesn't support isometric or diamond shaped tiles. This feature may come on future versions but we do have other priorities currently.

Walkable tiles

To define which tile can be crossed by players and monsters, click on the "Edit" button found near the "Walkable" label on the top right of the screen.
The walkable panel allows to simply click on the tiles and a red border will highlight then the non-walkable tiles while the green border means you will be able to walk on them.

Tile Types

The engine works in multiple areas with "types" of tiles. For example our default tiles do have 6 grass tiles which can be randomly. Types of tiles are used by the transitions, but also by the zone generators and other areas. It is therefore extremely important to set correctly your tiles types and avoid tiles used on multiple types.

To create a new type of tiles press the "Create" button under the list of "Tile Types". The editor will then show you all the tiles which you can select (a green border will appear around the tile) or deselect (white border).

To give a name to your type edit the name on the top of the tile type editor. Keep in mind that you should not change the name after you started to use it somewhere.

Transitions

Tiles transitions are a specialty of our engine. They allow to automatically add a tile between 2 tile types. For example you could add a smooth transition between the grass and the sand. Instead of having to place those manually the engine can do it for you while smart painting or while generating the map.

To define a new transition press the "Create" button under the list of the "Transitions". The editor will then show you the transition editor.
  1. Select the two tiles types (from which type to which type).
  2. Choose if you want 12 tiles transitions or the more simple 4 tiles.
  3. For each transition tile (the example is shown in red / blue) choose the corresponding tile:
    1. Click on the second row (just after the example) tile you want to change.
    2. Click on the right tile on the list on the bottom.
If you look at the example line of the transition, the red is the type "from" and the blue is "to". Once all the tiles are set you can close.

Paths

Paths are used to quickly draw paths, roads or rivers. A path definition requires 15 tiles to represent all the possible combinations. To create a new path set press the "Create" button under the list and of the "Paths". The editor will then show you the path editor.

For each path tile (the example is shown in black and white) choose the corresponding tile:
  1. Click on the second row (just after the example) tile you want to change.
  2. Click on the right tile on the list on the bottom.
The defined path will then be available in the map editor for the path editing.

Next: Character Editor.

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