1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
|
Introduction
============
About Tiled
-----------
**Tiled is a 2D level editor that helps you develop the content of your
game. Its primary feature is to edit tile maps of various forms, but it
also supports free image placement as well as powerful ways to annotate
your level with extra information used by the game. Tiled focuses on
general flexibility while trying to stay intuitive.**
In terms of tile maps, it supports straight rectangular tile layers, but
also projected isometric, staggered isometric and staggered hexagonal
layers. A tileset can be either a single image containing many tiles, or
it can be a collection of individual images. In order to support certain
depth faking techniques, tiles and layers can be offset by a custom
distance and their rendering order can be configured.
The primary tool for editing :ref:`tile layers <tile-layer-introduction>`
is a stamp brush that allows efficient painting and copying of tile
areas. It also supports drawing lines and circles. In addition, there
are several selection tools and a tool that does :doc:`automatic terrain transitions <terrain>`.
Finally, it can apply changes based on :doc:`pattern-matching <automapping>`
to automate parts of your work.
Tiled also supports :ref:`object layers <object-layer-introduction>`,
which traditionally were only for annotating your map with information
but more recently they can also be used to place images. You can add
rectangle, point, ellipse, polygon, polyline and tile objects. Object placement
is not limited to the tile grid and objects can also be scaled or
rotated. Object layers offer a lot of flexibility to add almost any
information to your level that your game needs.
Other things worth mentioning are the support for adding custom map or tileset
formats through plugins, :doc:`extending Tiled </manual/scripting>` with
JavaScript, the tile stamp memory, :ref:`tile animation support
<tile-animation-editor>` and the :ref:`tile collision editor
<tile-collision-editor>`.
.. _getting-started:
Getting Started
---------------
.. raw:: html
<div class="new new-prev">Since Tiled 1.4</div>
Setting up a New Project
~~~~~~~~~~~~~~~~~~~~~~~~
When launching Tiled for the first time, we are greeted with the
following window:
.. figure:: images/introduction/tiled-window.png
:alt: Tiled Window
Tiled Window
To make all our assets readily accessible from the :guilabel:`Project` view,
as well as to be able to quickly switch between multiple projects, it is
recommended to first set up a :doc:`Tiled project <projects>`. This is however
an entirely optional step that can be skipped when desired.
Choose *File -> New -> New Project...* to create a new project file. It is
recommended to save this file in the root of your project. The directory in
which you store the project will be automatically added, so that its files are
visible in the Project view.
When necessary, you can add additional folders to the project or replace the
one added by default. For example, you could choose to add several top-level
folders like "tilesets", "maps", "templates", etc. Right-click in the
Project view and choose *Add Folder to Project...* to add the
relevant folders.
.. hint::
You can press ``Ctrl+Shift+P`` to open the action search widget,
which can provide a faster way to get to actions than looking for them in
the menus!
Creating a New Map
~~~~~~~~~~~~~~~~~~
To create a new map, choose *File -> New -> New Map…* (``Ctrl+N``). The
following dialog will pop up:
.. figure:: images/introduction/tiled-new-map.png
:alt: New Map
:scale: 66
New Map
Here, we choose the initial map size, tile size, orientation, tile layer
format, tile render order (only supported for *Orthogonal* maps) and whether
the map is :doc:`infinite <using-infinite-maps>` or not. All of these things
can be changed later as needed, so it's not important to get it all right the
first time.
.. note::
If you set up a project, make sure to save the map to a folder that you had
added to your project. This will make it quickly accessible using *File ->
Open File in Project* (``Ctrl+P``).
After saving our map, we'll see the tile grid and an initial tile layer
will be added to the map. However, before we can start using any tiles
we need to add a tileset. Choose *File -> New -> New Tileset…* to open the
New Tileset dialog:
.. figure:: images/introduction/tiled-new-tileset.png
:alt: New Tileset
:scale: 66
New Tileset
Click the :guilabel:`Browse…` button and select the :file:`tmw_desert_spacing.png`
tileset from the examples shipping with Tiled (or use one of your own if
you wish). This example tileset uses a tile size of 32x32. It also has a
one pixel *margin* around the tiles and a one pixel *spacing* in between
the tiles (this is pretty rare actually, usually you should leave these
values on 0).
.. note::
We leave the :guilabel:`Embed in map` option disabled. This is recommended,
since it will allow the tileset to be used by multiple maps without
setting up its parameters again. It will also be good to store the
tileset in its own file if you later add tile properties, terrain
definitions, collision shapes, etc., since that information is then
shared between all your maps.
After saving the tileset, Tiled should look as follows:
.. figure:: images/introduction/tiled-new-tileset-created.png
:alt: Tileset Created
Tileset Created
Since we don't want to do anything else with the tileset for now, just
switch back to the map file:
.. figure:: images/introduction/tiled-new-map-tileset-added.png
:alt: Tileset Usable on the Map
Tileset Usable on the Map
We're ready to select some tiles and start painting! But first, let's
have a quick look at the :doc:`various layer types <layers>` supported
by Tiled.
.. note::
Much of the manual still needs to be written. Fortunately, there is a
very nice `Tiled Map Editor Tutorial Series`_ on GamesFromScratch.com.
In addition, the support for Tiled in various :doc:`engines and frameworks </reference/support-for-tmx-maps>`
often comes with some usage information.
.. _Tiled Map Editor Tutorial Series: http://www.gamefromscratch.com/post/2015/10/14/Tiled-Map-Editor-Tutorial-Series.aspx
|