The “Map editor” was developed to aid the creation of complex 2D maps. For instance, if one were to use Flixel they would be able to create a tilemap with only a auto-tile or with differents tiles. There’s no built-in support for multiples autotiles, neither for complex importation from bitmap (as far as I know).
Those are the two aspects that this program try to address: ease the creation of a tilemap, allowing the placement of tiles in the map (visually); and allow the use of complex tilesets, with multiples auto-tiles.
One feature that will be implemented on the next version is custom output for objects placed in the map (that way, it’ll be possible to already put enemies on the map and have the code for them with positions, for example).
When your first start the editor, this is the displayed
- Insert (either by typing or throw the ‘+’ and ‘-‘ buttons) how many tiles there are in a row.
- Insert how many tiles there are in a column.
- Insert how many non-autotiled tiles there are in the tileset you are going to use. They must be before the autotiles. See the following examples:
- Zoom factor for displaying. This can be changed afterward.
- Click here to import a tileset and start creating a map. The order in a autotile is as follows:
- Export the created map to a text file. Each tile is separeted by a comma and each row by a ‘\n’ character.
- Load a map from text file.
- Remove all created content and imported tileset.
After loading a tileset, a clean map and a palette with the tiles from your tileset will appear.
You can also use Ctrl+Z to undo and Ctrl+Y to redo!
- The map. Click on any tile to set it to the selected one (on the palette). If it’s a autotile, it will be automatically updated to the correct one (according to it’s surrounds).
- The palette. Click on any tile to select it.
- This darkened tile is the currently selected one.