My Tiled app keeps crashing on MacOS Monterey, does anybody have the same issue? Please share any solution. My Tiled version is 1.10.2
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):< WINDOWS 11 SAYS THAT THIS FILE CONTAINS A VIRUS! (x64)
WINDOWS 11 IS NEW AND IT WILL THINK A LOT OF THINGS ARE VIRUS f*cking hell
It thinks steam is a virus.
on windows, all i did was reupload a png file to move one pixel, and my entire main tileset shifted from hexagonal to rectangular. i cannot find anything in the tileset window to change the orientation back to hexagonal. i literally touched nothing. the project is still, correctly, hexagonal. the orientation options on the tileset are only isometric and orthogonal, and again, nothing was switched. i've right-clicked and investigated the entire list of properties. even worse, there is absolutely nothing different about the other two hexagonal sets, and they don't have a rectangular grid overlaid on them. neither do they have any difference in options. i am going to cry, my entire project is ruined.
Hmm, the tileset Orientation setting, either “Orthogonal” or “Isometric”, is only used to apply the expected transformation to collision objects and terrain overlays, when they are rendered on top of the tiles in the tileset view. A “Hexagonal” orientation option does not exist for tilesets, only for maps. Hence, I am not entirely sure what problem you ran into. Could you report this issue on GitHub or Discord, and provide more details, possibly screenshots?
hi do you have another tutorial for automapping tiled latest version, I've read the latest update documentation but I'm still confused how that example works.
Pls make a Android version
Automapping can break a leg! There are no proper instructions or examples. The instruction that does exist, it's not clear and it doesn't work. Author make a normal sensible manual with a normal example !!!
A very common reason for Automapping to not work is that the layers in your rules are named to expect one layer name, but your working map has a different layer name. For example, if your rules have "input_Ground", then the layer your inputs are drawn on needs to be called "Ground", but many beginners forget to name their layers and will have something like "Tile Layer 1". Could that be the issue for you?
I got the titles right. The problem now is the puzzle, how do I activate the standard set to make it work? I attached the tiles I wanted to use, but I realised it wasn't realistic.
What do you mean by "activate the standard set"? Your tiles are definitely usable with Automapping in Tiled. However, those tiles are probably also useable as a Mixed Terrain Set using the Terrain Brush, which is probably going to be easier to set up than Automapping.
You can probably get better help on the Tiled forum or the Tiled Discord, by the way. Both are linked from Tiled's website.
help the program does not start(
I have MacBook AIR M2 (Mac OS Ventura). Tiled (version 1.10.1) is freezing. Downgrade had no effect, it also freezing.
There have been multiple reports of Tiled freezing on Apple silicon. I’m hoping maybe building natively for arm64 might resolve that issue, but the build isn’t fixed yet. You can track issue https://github.com/mapeditor/tiled/issues/3707 regarding this. Unfortunately, I have personally no M1 or M2 hardware to test with.
You can install inside your mac a virtual machine with Windows OS or add Windows with bootcamp in dual boot if you find difficulty running Tiled in your mac os version.Guide https://www.bing.com/videos/search?q=add+windows+in+dual+boot+mac+m2&docid=60350...
Is it possible to import/export text format? I am asking before downloading cuz i wanna know can it help me or no. (text format is like:
p # # #
. . o .
# . . #
Where "p" is player, "#" is wall, "o" is something else.
Also, is it possible to change graphics of things you place? For example i have white sprite and i want to use grey, orange, red, purple variantions of that sprite.
(yeah, i am talking about Tres Undos)
Regarding using the same graphics in multiple colors, this is currently only possible by using multiple layers, since each layer can have a custom tint color.
Sounds not very hard but harder than level-editor that game already has lol. I asked for other games. Like "Robot wants it all" (there map is PICTURE. Maps there are really hard to edit. You can make pictures with Tiled, yeah?). Thanks for answer (and for tool lol).
Hi! Not sure why, but for some reason templates not drag'n'droping in Ubuntu (23.04), AppImage distrib 1.10.1. => when I'm trying to place template to the map cursor changes to restrict icon (when I'm hover over the map with the template) and when I releasing mouse button nothing happens. I checked that I:
- On Object layer
- Template created from simple object that placed on the same Object Layer
What I'm doing wrong or this is a bug (Tiled or Ubuntu)? Thanks in advance if somebody can just throw me in right direction :)
Drag and drop was broken in GNOME 44 for Qt applications, but it seems a fix has been done and should hopefully be available soon. See https://gitlab.gnome.org/GNOME/mutter/-/issues/2715 and https://bugs.launchpad.net/ubuntu/+source/mutter/+bug/2013235 for relevant bug reports.
In the meantime, you could place templates using the “Insert Template” tool instead. :-)
it says its a virus for some reason???
when i try to open the tiled setup or exe it just thinks its a virus
Very Good I am gonna use it for my game!!
Era exatamente o que eu procurava, valeu!
This app is fantastic!
Do you have, or can you make a process on how to export maps you made into GameMaker Studio 2? Just having the .yy file isn't enough since you can't directly import that file into GMS2.
I could honestly make a tool that automates this process but if there's something already available than I'd rather use that.
Please see the warning on the page about the GameMaker Studio 2 export, which notes that you’ll need to overwrite an existing room file for now. I’m not currently aware of a way to improve this process, but if you know how to solve this problem then please open an issue on GitHub with more details so we can work on that, thanks!
Thank you for the response. I had actually done this on my own but for some reason the tiles are not complete. We have a very large map that we made but after overwriting an existing gamemaker room with the TILED export, we only had about 20% of the map from the top left corner. The rest was just completely missing, other than that the tiles and layers were correct, do you know how to fix this, or if I did something wrong? Our map is about 9000x7000 pixels
Hmm, it’s hard to tell what could have gone wrong there. Could you open a GitHub issue about this with more details? Some screenshots might help me understand the problem better as well (or get in touch on Discord if you don’t want to share this in public).
Is possible release a windows "Package" version without installer? I have a problem here, I think my D disk is dead. I have student final project need to do, but I installed this software on my dead D disk, so I can't install and uninstall either (Cuz, can't found it on disk...). I want a package version, automatic install is too dumb to me...
Great tool...!!! Thanks.
Does anyone know how to download older versions?
I'm trying to make maps for a game called Carrion
Never mind, found out how. If anyone has the same question, its on github. 😁https://github.com/mapeditor/tiled/releases/tag/v1.3.1
That’s correct, all previous releases stay available on GitHub. However, if you have a need to download an older version, please do let me know why. In general, there should not be a need for this.
I did break compatibility in 1.9, by renaming “type” attribute to “class”, but there is a compatibility option you can set in your project (and likely I’ll undo this change in Tiled 1.10, because it keeps tripping people up). Then the maps should work in Carrion, unless there are also other changes that cause maps to not work.
Hi, I'm trying to use Tiled 1.8.6 for the map editing stuff again..
turns out something else broke in 1.8.6 - I tried booting up a map, and the game crashed... I don't think any versions above 1.4 work for Tiled which is odd - I will try to found out why
Hey, just did some testing. Not even Tiled 1.4 works. I have to stick to the 1.3 versions - It could be with the project tab thing.
What is “the project tab thing”? It’s strange, because as per the TMX changelog, the only changes to the map format have been the addition of two attributes and a custom property type, all of which should only affect the file when used. Maybe the game is checking the version? Did you check the files for any other difference?
This is "the project tab thing"
I will also try to check the logs for any errors I can find
I found the logs (I think) and I'm running Tiled 1.8.6 at the moment to boot it up. Here it is
I think the file could also be corrupted somehow. I'm going to copy everything over to a new map. Will post any new results I can find
Chromebook version when? (I use a company chromebook and a personal one)
Did you try installing it in the linux subsystem?
Never, unless the developer decides to make a web based version, so either use Crostini (the Linux shell for Chromebooks) or (my favorite option) install another os alongside your Chromebook (if it's a company Chromebook you may need permission).
Been using this for my last couple, and current, games. Very simple to use and makes it very easy to produce great looking levels.
Great piece of software! Works on any Arch-Based distro as well! I'm going to use it for SSO (The game I'm working on)
Even if there was an android port that only supported keyboard and mouse (no touch) that would be great.
Another neat thing would be a web port. Not sure how that would work, though.
This is in itch.io!!?! I play a game by the creators of this. Some coincidence!!
Hey, you are here dragonair?!?
Importing an Object (now Class) Types Editor file that worked fine in 1.8.6 only imports the names in 1.9, none of the custom properties themselves appear to be importing correctly?
It not work well in mac M1,
Hmm, several people have shared that Tiled runs fine on M1, but I can’t test it myself. In what way did it not run well for you?
is it compatible for macos 10.10?
its fine :(
The oldest version I can support in the latest version is macOS 10.12. The previous version, Tiled 1.8.6, could in theory still be compiled on macOS 10.10 against Qt 5.6, but I don’t currently have such a build available. I’m not sure what is the last available build that worked on 10.10, but you can get older versions from https://github.com/mapeditor/tiled/releases
is this compatible with unity?
An android export for my tab....i would love u ;)
Any chance we can get an iPad port?
Unfortunately that chance is currently very slim since it would be a major project given the amount of UI rework needed, plus I don’t personally own an iOS device so I’d need to rely on emulation for testing purposes. An Android port might be easier, but it still requires a great deal of UI to be rewritten.
When i tried to use the Windows 64-bit installer, when choosing a location for install, it kept giving me a message saying it needs to be on a local drive, despite the location i chose being very much on a local drive.
Hmm, not sure what could be causing that. If the installer doesn’t work then one option would be to use the ZIP files available for each build on GitHub. Make sure you’re logged in to GitHub, click the latest successful build, scroll down to Artifacts and take for example the “Tiled-win64” (without the .msi extension).
It could be useful to provide ZIP archives on itch.io as well, especially since the itch.io app also prefers that, but in the installation experience seems to be better on Windows with the installer (except for such issues…).
Thanks for creating this awesome tool! I'm not sure it will work for my purposes, or if my game will ever release (lol), but if it does I will definitely support the project financially. Big fan of software freedom.
I'm not sure exactly when it was added, but Defold now supports tile rotation, and .tilemap files created by the current version of the engine have rotate90 as a cell property. But when I export a map from Tiled to .tilemap, it doesn't carry over rotation flags.
Apparently rotate90 was added about 5 months ago and released with Defold 1.2.191 beta. I’ve now added support for this in the Defold export plugins, which will be available in Tiled 1.8.6 (alternatively you can soon download development builds from here if you’re logged in to GitHub). Thanks for notifying about this feature!
Hi there, is there any plugin I can use to export a project to the gbdk c format as shown in this tool called Gameboy tile designer?
I was looking for a extension like that and apparently didn't exist.
So I made one by myself: https://github.com/ajgalan/tiled-to-gbdk-c-file-export
I hope you find it useful!
Hey Adrian, that's a great initiative, thank you for that. I was trying to implement it but I didn't have enough knowledge to pull it off :)
I think your extension still needs to generate the tile map array in the header file, right? I found this implementation that does that and I was trying to adapt it, but it seems that a loop through every single pixel of the image is needed, to get its colour and convert it to a byte to be used in the function set_bkg_tiles, for instance. Would you happen to know how to do that?
I get the impression that I misunderstood what you actually needed. The extension I have developed does a similar function to GameBoy Map Builder and not to GameBoy Tile Designer.
That is, my extension should generate the tile map file, but not the tile graphics data.
In my workflow what I do is to design with an image editing program (for example, Aseprite) a tile tileset with size 8x8 pixels (the one accepted by GameBoy) and then export it to a png file.
That png file can be used to generate a tileset from Tiled and at the same time it can be imported into a tool like gbtdg to get the graphics tile data in C.
From there, you can from Tiled generate the map and export it to GBDK C format with the extension.
I hope this has cleared up any doubts about its use :)
can u get a png file with this? i used it and i want a png file
I am getting the same error as Robomnz
Unfortunately I messed up the upload to itch.io, I've re-uploaded the builds properly now!
hello! i tried downloading the latest version and i extracted the zip, tried to launch the .msi file but was greeted with an error saying it wasn't a valid windows file even though Ive tried both win 64bit and win 32bit with no success
Sorry, it appears something went wrong with the upload to itch.io! I'm re-uploading right now.
I downloaded the windows 64 tiled, installed it, and tried running it from the start menu shortcut. The program will not start. I got this error:
Hmm looks like the image didn't embed. Trying with imgur
Okay, it installs fine on my c:\ drive, just not my d:\ drive. Maybe there's some hard-coded path issue?
No, it should work on either drive. Most of the time, when this kind of installation problems occur, it is because there was still an existing install. In this case, be sure to uninstall all entries listed in "Add/Remove Programs" before installing Tiled.
Hey, maybe a dumb question but how do I add multiple tiles to one animation frame? As I'm only able to add one tile at a time it seems. (doors having two tiles to make up the full door image for example)
or is the solution to create two animations simultaneously, top of the door and bottom? Thanks.
At the moment you'd need to set up each animation separately, and rely on the two animations playing at the same time. A few alternatives:
- You could set up your tileset twice, once with larger tiles, such that you can animate this door as a single tile.
- You could use an "Image Collection Tileset", and save each frame of the door as a separate image. This option might work best if you have many different sizes of animations.
- To make it easier to set up multi-tile animations, check out the Bulk Animations extension.
What type of file extension or format, does it use to add into the map? Plus is there a way to put this into unity?