tag:blogger.com,1999:blog-1263769677734306791.post3667695459788036591..comments2023-05-15T14:10:58.118+02:00Comments on Tiled Map Editor: Tiled Qt 0.6.2 releasedThorbjørnhttp://www.blogger.com/profile/15514308737472642001noreply@blogger.comBlogger42125tag:blogger.com,1999:blog-1263769677734306791.post-56212339813184803782012-04-28T22:31:03.563+02:002012-04-28T22:31:03.563+02:00@steve
Yes, if you choose 'Map -> New Tile...@steve<br /><br />Yes, if you choose 'Map -> New Tileset...' the resulting dialog has a checkbox to enable this feature and a button that allows you to define the color you want to use as transparent.Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-25507542735586498552012-04-27T21:32:56.326+02:002012-04-27T21:32:56.326+02:00Is there a way to set a certain color so it would ...Is there a way to set a certain color so it would be transparent in Tiled?stevehttps://www.blogger.com/profile/13905575117514945226noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-13236587370196791282011-07-28T22:08:24.390+02:002011-07-28T22:08:24.390+02:00@agreenape
This is caused by a known bug in Qt. Y...@agreenape<br /><br />This is caused by a known bug in Qt. You can vote on it here, to try getting it fixed for 4.8: https://bugreports.qt.nokia.com//browse/QTBUG-14712<br /><br />As a workaround you can close the 'History' dockwindow.Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-78049961422221850392011-07-28T20:11:17.995+02:002011-07-28T20:11:17.995+02:00the problem seems to have solved itself, thanks!the problem seems to have solved itself, thanks!agreenapehttps://www.blogger.com/profile/17639865429133541057noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-87370442224300520592011-07-28T20:08:53.658+02:002011-07-28T20:08:53.658+02:00Hi, I was wondering if you could help me on someth...Hi, I was wondering if you could help me on something.<br /><br />I recently downloaded the 0.6.2 version of this program and I'm having some trouble adding object layers.<br /><br />When I add an object layer, then click on the map, there is no grey, expandable square that comes up. I am following a few tutorials on tiled maps and I cannot get past this point.<br /><br />When I click the "Insert Objects" button on the toolbar and click the map, the program crashes.<br /><br />Any help would be greatly appreciated!agreenapehttps://www.blogger.com/profile/17639865429133541057noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-15865297658698362662011-07-21T20:37:15.784+02:002011-07-21T20:37:15.784+02:00@Mitch
A little more context: since object positi...@Mitch<br /><br />A little more context: since object positions and sizes are stored in floating point tile coordinates internally, the snapping works by simply rounding this number to the nearest integer (which is what toSize() does). There are several other places in the code that are affected by the snapping option.<br /><br />Btw, we've noticed you've made several attempts to ask for help on IRC. However, you always left within a few minutes, making it impossible for anyone to answer you. The way IRC works, is that you're expected to join the channel, ask your question, and then stick around. There's no need to be watching your screen all the time, but just check again later to see if anybody answered you. The other people in the channel are not watching their screen all day either, so give them some time (they even need to sleep, as well).Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-51309640113109443062011-07-21T17:03:06.232+02:002011-07-21T17:03:06.232+02:00Hello Mitch,
I think you would need to modify aro...Hello Mitch,<br /><br />I think you would need to modify around this line:<br />https://github.com/bjorn/tiled/blob/master/src/tiled/createobjecttool.cpp#L88<br />so<br /><br />newSize = newSize.toSize();<br /><br />would need a replacement like<br />newSize = ....(allowing also half way tiles);<br /><br />StefanStefan Bellerhttps://www.blogger.com/profile/08543310394147569596noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-38019505989611851682011-07-21T08:04:18.413+02:002011-07-21T08:04:18.413+02:00My tiles are 24x24. I'd like to snap my object...My tiles are 24x24. I'd like to snap my objects on a grid with increments of 12. I wouldn't know how to go about adding a grid subdivision feature, but maybe there's a way I could make the snap-to-grid less snappy (by half). Does that make sense?Mitchhttps://www.blogger.com/profile/07826857902595735167noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-46195872475551722962011-07-10T15:01:52.663+02:002011-07-10T15:01:52.663+02:00@prozaker
In the TMX format, index 0 means "...@prozaker<br /><br />In the TMX format, index 0 means "no tile". You should just translate that to whatever is appropriate in your library (either whatever your library uses for representing no tile, or some default base tile in your tileset if this is not supported).Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-62247027140443491822011-07-10T04:19:13.750+02:002011-07-10T04:19:13.750+02:00i noticed that tiled starts indexing on 1 and the ...i noticed that tiled starts indexing on 1 and the library that I have for tiling starts on 0, is there any way to change this on tiled?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-31533240443211587472011-07-09T22:32:05.002+02:002011-07-09T22:32:05.002+02:00@Mitch
Maybe you can try to explain why you need ...@Mitch<br /><br />Maybe you can try to explain why you need your layers set up that way. Possibly you could do this in your game code instead, or write an export plugin for Tiled that does it?<br /><br />In any case please use the mailing list or IRC (links in the sidebar), since they are rather more suitable for discussions than the comments section here.Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-7621944097773222232011-07-09T22:24:52.906+02:002011-07-09T22:24:52.906+02:00Thanks for the help. :-)
I save a lot of time dra...Thanks for the help. :-)<br /><br />I save a lot of time drawing out the tiles using AutoMap since I only need a handful of generic tiles to generate the actual tiles (edges, corners, platforms, etc). It's fine having AutoMap generate the tiles into one long layer, but the copy/pasting into all 12 segment layers is a little tedious since I have to click and select each layer and line up the stamp to paste in the same place each time.<br /><br />If I could select multiple layers (all the segment layers) and use just one Paste command to stamp all layers, that would be ideal.Mitchhttps://www.blogger.com/profile/07826857902595735167noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-54265329148696454872011-07-09T15:29:01.684+02:002011-07-09T15:29:01.684+02:00Hi Mitch,
as of now you have 12 segments, contain...Hi Mitch,<br /><br />as of now you have 12 segments, containing each the same output in 12 different layers. <br />If I got you right, you want a function similar to "Map->Resize Map...", but just for one layer and not the whole map.<br />With such a function you could resize&offset each of the 12 layers, so it covers only the desired segment. Unfortunately that function is not (yet;) available.<br /><br /><br />As of now you could setup 12 maps by copying each segment into one of these 12 maps. In that map you can delete all the other unneeded layers there and copy back the needed layer into one huge map.<br /><br />Did you think about doing 12 different maps?<br />(So your game engine could dynamically load the needed maps, resulting in more tricky game engine code, but less memory usage at runtime.)<br /><br /><br />Another approach solving your problem would be to extend the capabilities of the AutoMap function:<br />You would need 2 set layers, whereas one of them is like the set layer now, and the other is to indicate the segment/level you are in. Then the rules would only apply in an area where you marked it as segment1, segment2...<br /><br /><br />As of now you could think of restructuring your automapping rules, so that the rules only contain one output segment, but therefore you'd have more rules.<br />(lots of copy&paste I guess)<br /><br />I hope it helps.Stefan Bellerhttps://www.blogger.com/profile/08543310394147569596noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-24623908533230613592011-07-09T11:17:59.342+02:002011-07-09T11:17:59.342+02:00I have a single tile layer that is 600 tiles wide....I have a single tile layer that is 600 tiles wide. What I'd like to do is take that layer and generate 12 tile layers that are 50 tiles wide (i.e. segment1, segment2, etc).<br /><br />I'm using AutoMap and I generate that 600 tile wide layer of tiles without any problem. But I was hoping AutoMap would be able to generate the tiles into 12 separate layers. Here's what I tried:<br /><br />-I created 12 empty tile layers in my Main map (each 50 tiles wide).<br />-I created 1 tile layer in the Main map (600 tiles wide) where I draw my auto mapping tiles.<br />-I created 12 tile layers in the Ruleset map, each targeting my Main layers: rule_segment1, rule_segment2, etc.<br /><br />When I hit AutoMap in my Main map, each target layer receives all of the tiles from every other layer stacked on top of each other. So I end up with 12 messy layers with the exact same tile layout.<br /><br />Any tips or tricks or another way to go about doing this?Mitchhttps://www.blogger.com/profile/07826857902595735167noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-70181817717873988722011-07-07T19:21:28.371+02:002011-07-07T19:21:28.371+02:00@Ruda
About creating an optimized tileset for you...@Ruda<br /><br />About creating an optimized tileset for your map, I think that's something that is better to integrate into your tool chain (as part of the build process) rather than doing it manually each time you modify your map. Though of course, there is nothing really against also offering that functionality in the Tiled interface.<br /><br />It would be very nice to be able to import a map from an image. The only tricky thing there is that a tileset image will need to be created, which at the moment would mean that at some point a separate file needs to be written. I'm not sure what's the best approach there. Probably the "import from image" action should just ask for a file name at some point.<br /><br />Contributions to these features are welcome in any case. :-)<br /><br />As for reading isometric tiles, since images are always rectangular this would mean Tiled will have to apply a mask to the tile images in order to avoid part of other tiles to be drawn. If your engine can already do that maybe you have experience with doing this, but are you sure it's worth it? And what about higher isometric tiles like grass or trees that extend beyond the isometric shape?Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-1617730330884258982011-07-07T15:47:32.672+02:002011-07-07T15:47:32.672+02:00Hi Stefan~
Thanks for the information for the...Hi Stefan~<br /><br /> Thanks for the information for the projects. I'll try those scripts and to see whether to implement them in tiled to make the usage more smooth.<br /><br /> For the tile set question, I meant that when an image is included as tile set, it's divided into tiles in rectangle shape. If we use isometric map, is it possible to divide the image into diamond shape. I mean the tile itself is still rectangle, but only the diamond shape inside it has filled with images, others are left transparent. This may help to make the map. Thanks...Rudahttps://www.blogger.com/profile/17365264855356117390noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-20278233573843053412011-07-07T06:53:01.546+02:002011-07-07T06:53:01.546+02:00Hi Ruda,
1) Have a look here https://github.com/f...Hi Ruda,<br /><br />1) Have a look here https://github.com/falanxia/tileset_baker/wiki<br />That is a project 'baking' together all needed (and only used) tiles to a new tileset. That is not part of tiled (yet;)<br /><br />2) Importing an image to a map is done in this project: <br />http://sourceforge.net/apps/mediawiki/tiled/index.php?title=Automatically_generating_maps_from_bitmaps<br />Well apart from that wiki-entry I am not sure, how you mean tileset support for isometric maps?Stefan Bellerhttps://www.blogger.com/profile/08543310394147569596noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-37756131349004194742011-07-07T06:33:57.692+02:002011-07-07T06:33:57.692+02:00Hi~
I'm new to the tiled and I have some ...Hi~<br /><br /> I'm new to the tiled and I have some questions about the usage.<br /> <br />1). If I want to output the map, it will specify which tile sets being used. Is there a way for me to create a new map with different tile Id which is really used? I mean that if I import an image as tile set and use them for the map, maybe 10 among 100 tiles are really used. Can I merge the really used tiles into new tileset and use that for the map?<br /><br />2). The map supports isomatric, can the tile set support that too? I mean to import a image and divide it in different shape just meet the tile. Or is there a way to import a image as the map (instead of tileset) and create the tile grid on the image?<br /><br />I would like to know whether tiled has the desired functionality before implementing it into tiled by myself. ^_^<br /><br />Thanks...Rudahttps://www.blogger.com/profile/17365264855356117390noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-48510443120911172922011-07-06T23:44:54.290+02:002011-07-06T23:44:54.290+02:00@Андрей
I've implemented space bar scrolling,...@Андрей<br /><br />I've implemented space bar scrolling, see: https://github.com/bjorn/tiled/issues/28Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-27059891517191197552011-06-27T10:26:46.111+02:002011-06-27T10:26:46.111+02:00Hi stargames66,
here http://sourceforge.net/proje...Hi stargames66,<br /><br />here http://sourceforge.net/projects/tiled/files/tiled-qt/<br />you will find all the different releases.<br /><br />So here is 0.5.0 as well<br />http://sourceforge.net/projects/tiled/files/tiled-qt/0.5.0/tiled-qt-0.5.0.dmg<br /><br />But you can also use the latest as found at this page here, since as of now only new features are added, none are removed ;)Stefan Bellerhttps://www.blogger.com/profile/08543310394147569596noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-46267699829994896402011-06-27T06:31:57.245+02:002011-06-27T06:31:57.245+02:00I'm new to Mac OS X. I'm following along w...I'm new to Mac OS X. I'm following along with an older Cocos2D book and the author uses Tile Map Editor 0.5.0. Is there a dmg version available for download? I downloaded the tar.gz version but haven't a clue as to how to install it to my Mac.<br /><br />Thanks for any input....stargames66https://www.blogger.com/profile/14843509731246687340noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-56727787062261454132011-06-19T22:55:20.071+02:002011-06-19T22:55:20.071+02:00@Андрей
You can drag the map using the middle mou...@Андрей<br /><br />You can drag the map using the middle mouse button, but I agree spacebar would be nicer. I don't think there is a need to make this a tool though.Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-85396786652480360982011-06-19T19:49:06.859+02:002011-06-19T19:49:06.859+02:00Idea: it would be great to add a "hand" ...Idea: it would be great to add a "hand" navigation scroller like in Photoshop. Pressing a spacebar would switch current tool to a hand tool that will allow to grabcurrent view and scroll.Андрейhttps://www.blogger.com/profile/12182175591766403708noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-58718631335282892282011-06-13T22:22:51.293+02:002011-06-13T22:22:51.293+02:00@Wael
Glad you're enjoying Tiled! However, it...@Wael<br /><br />Glad you're enjoying Tiled! However, it seems I really need to write a manual. :)<br /><br />(1) Once you have selected a region (I'm assuming with the Rectangular Selection tool), you can just use Ctrl+X and Ctrl+V to cut and paste it. However, it currently works only on the selected layer!<br /><br />(2) With the Stamp tool selected, you can obtain a stamp directly from the map using Right-click-drag. Again, just from the current layer, since the stamp is currently one layer only.<br /><br />(3) Not yet, but this feature is being worked on and may be available in the next release.<br /><br />Your modification sounds useful, though of course in plain Tiled this feature would have to be optional. Please do share your patch. :) In some future version of Tiled it would be nice to support associating tilesets with layers and switch automatically to keep them in sync.Thorbjørnhttps://www.blogger.com/profile/15514308737472642001noreply@blogger.comtag:blogger.com,1999:blog-1263769677734306791.post-71969444173668536122011-06-11T23:13:15.922+02:002011-06-11T23:13:15.922+02:00Hi,
I'd like to start by saying, thank you ve...Hi,<br /><br />I'd like to start by saying, thank you very much for making such a great editor for tiled maps. I am creating a 2d game, with multiple layers. I am working off of the latest version in the main GIT branch. Here are a few features I'd love to see.<br /><br />(1) I was able to select a region, but am not sure how to copy & paste the region to another location in the tiled map. If I re-size to a larger map and want to insert rows or columns somewhere in the middle of the map, or duplicate some tiles (across all layers) how would I do that? <br />(2) It would be nice if the stamp brush can be assigned tiles (or multiple tiles across all layers) directly from the map enabling drag & drop or copy & paste. <br />(3) Is it possible to change the background color of the tiled map, or assign a background image?<br /><br />Note: I added a feature to my local copy of tiled map editor that you might find useful. What it does is, if you have multiple tilesets and multiple layers, when you select a tileset, the current layer with a matching name is automatically selected. This is nice because I have layers for spawns, properties, and other information and matching tilesets, and would like to see the tilesets automatically placed in the correct layers. The implementation is very simple, in BrushItem::setTileLayer, loop through all layers until a match between tileset and layer name is found, then set the matching current layer on the map document object. Let me know if you find this useful, and I can share it.<br /><br />Thanks, and I really appreciate it,<br /> - WaelWaelhttps://www.blogger.com/profile/16523061742649976176noreply@blogger.com