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Does anyone know how to download older versions?
I'm trying to make maps for a game called Carrion
Thank you

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.

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Chromebook version when? (I use  a company chromebook and a personal one)

Did you try installing it in the linux subsystem?

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Been using this for my last couple, and current, games. Very simple to use and makes it very easy to produce great looking levels.

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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.

nice app

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This is in itch.io!!?! I play a game by the creators of this. Some coincidence!!

Hey, you are here dragonair?!?

Yeah. Battledudes uses this on Itch 2 create therre maps

nice

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?

I just tried it and it’s working fine for me. Could you open an issue at https://github.com/mapeditor/tiled/issues and attach the file that is not importing correctly?

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Agh, forgot about this, sorry. Issue opened now.

It not work well in mac M1,

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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?
if not
its fine :(

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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?

Check out this page for a list of possible solutions, in particular SuperTiled2Unity is pretty well maintained.

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An android export for my tab....i would love u ;)

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What kind of export would that be?

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Hi,

Any chance we can get an iPad port?

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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.

Understood,

Was literally asking for a friend. :)

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…).

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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.

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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.

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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!

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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?


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I don’t think such an extension already exists. A custom exporter could be written for this as a JavaScript Tiled extension.

I’m keeping a list of existing extensions on GitHub and there is a similar extension for exporting to GBA source files.

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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!

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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 :)

Ah, gotcha! Thanks for the clarifications Adrian, and thanks for sharing your workflow!

can u get a png file with this? i used it and i want a png file

You can create a PNG of a map using File > Export As Image.

I am getting the same error as Robomnz

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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



Same

Sorry, it appears something went wrong with the upload to itch.io! I'm re-uploading right now.

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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.

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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.

Great, thanks for the reply.

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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?

Maps can be saved as XML in the TMX format, or as JSON. Both formats support all Tiled features. For using Tiled maps in Unity there are several solutions, but I'd recommend using SuperTiled2Unity.

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Thank you, just thank you

everything leading to readthedocs is giving an unkown page error.

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Yeah, for some reason the URLs now require a ".html" extension, for example https://doc.mapeditor.org/en/latest/reference/support-for-tmx-maps.html. I'll have to check if there's a way to get the old URLs working again. At least this is only broken on "latest" docs and not on "stable", but the URLs here on itch.io link to the latest version...

understood thanks!

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Found the issue, the links should work again in a moment. :-)

could you guys make a portable version?

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There is at the moment no ready-made portable version distributed, but you can make one by placing a "tiled.ini" file alongside the executable. If this file is present, Tiled will use it to store its preferences (instead of using the registry) and will also store session and other user data along with the executable (instead of using the system user data location). At least, I hope that is enough to be portable. If running the installer once is a problem, you can download a development snapshot, which is available as a ZIP file. You need to be logged in to GitHub to see the download links (under "Artifacts") after clicking on a build.

thank you for the info

I see that there is an Open Collective for Tiled Map Editor but I don't see it listed on your home page under the donation section. Is it still an active and valid way to donate ?

https://opencollective.com/tiled

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OpenCollective is unlisted because I'm trying to balance providing options with keeping things simple and not overwhelming those who'd like to support me. However, it's an active and valid way to donate! I'll put a mention on the website soon, because I like its transparent management of funds and other unique features.

hello I am interested in downloading and want to support you guys but before I download I was curious if you have pokemon tiles in your library as i wanted to use this program to help me visualize a pokemon region i wanted to create just for fun. I wasn't sure how the tiles worked in this program, anyways thanks I hope to hear back from you!

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Tiled only ships with a few small example tilesets, so generally you're expected to bring your own tiles or find them online (like here on itch.io, or on opengameart.org). I'm sure you can find Pokemon tiles or something similar. :-)

I really appreciate your interest in supporting me, but when in doubt whether Tiled suits your needs, just download it for free! If you want to support further development you can always come back here later, or donate through other platforms.

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does it contain an auto tiling feature?

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Tiled currently features two ways to automatically place tiles: a smart Terrain Brush, which can automatically connect tiles in various formats (corner-based, edge-based or blob) and Automapping (rule-based tile placement), which can be used for more complex needs.

Would it be within the scope of this project to add an autosave feature (either upon each edit or on a relatively short interval)?  I would like to write an OBS plugin or small program that can render tmx maps with an embedded tileset, with the use case being using tiled's infinite map mode as a live "dungeon crawler" mapper for old DOS or console games for those that do not want to or cannot use an automapper.  This would allow a streamer to show their mapping progress on stream when desired without manually having to save after each edit.

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I think an autosave feature would be nice to have in general, but I also really like your idea of using Tiled as a tool to keep track of the explored area and to stream that using OBS. Instead of a plugin, possibly the "tmxviewer" application could be used to render the map, if only it would automatically reload the map file on changes (which is something that could be implemented). Of course a plugin could add functionality that would not be possible with an external application.

I've opened an issue about an autosave feature.

Why is it that when I move the map with the middle mouse wheel, the program lags very terribly?

On 1.7.0 + versions

can i make assets with it

This editor can be used to create tile maps, or levels for games in general.

Can i use this software to create my indie game?

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yes you can, check "free software" section :)

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Thanks man.

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The amount of support you continue to give this program is amazing, thank you.

Can you please make a mobile version? Specifically one compatible with iPhone AND Android?

Since Tiled as-is would not work well on mobile, this is a relatively big project. It is tracked by issue #1971, but it's unlikely to get done anytime soon. For Android you can try NotTiled. I'm currently unaware of an alternative for iPhone.

okay thanks for the info!!

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Is there a 32-bit build for Linux, or is it possible to use the source code to build my own?

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Most 32-bit Linux distributions do provide a Tiled package in their repositories, but of course it may be a little out of date. Alternatively, there's a Tiled snap package that includes an i386 build. You can definitely also compile Tiled yourself, the source code is at https://github.com/mapeditor/tiled and there are compile instructions in the README.md.

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Thank you very much for your help.

Although what I was hoping for was some sort of portable install file I could copy onto a slew of 32-bit Linux boxes (such as a .deb file) from a Flash drive.

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Just wanted to say that you did an incredible job with this tool. I’m currently using it in conjunction with Phaser.js and it works flawlessly.

can you make a version where i don't enter the admin pin?(I don't know mine,I'm on a shared comp,on my own user)

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You can visit the GitHub Build Packages workflow, click to the last successful build and scroll down to "Artifacts", and find the "Tiled-win64" artifact without ".msi" suffix. It's a ZIP file rather than an installer, so you can use it without admin.

I'd like to make it available also on itch.io, which should also work properly with the itch.io app. Only problem is that there'd be so many download options provided that it'll get rather confusing.

i cant download  the artifact thing :(((((((((((((((((((((((((((((((((((((( 

im literally crying rn(i have emotional handling problems)

Hmm, I'm terribly sorry, but apparently you need to be logged in to GitHub to download any artifacts. Maybe take https://update.mapeditor.org/snapshots-win/Tiled-2021.03.23-win64.7z, which is the last snapshot build. For future releases I'll look into making an archive like this directly available.

oh ok ill create an acc

my antivirus wont let me run it :(

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got it!

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Hello, first I want to thank you not only for creating this application, but for maintaining support for XP, for many in Latin America it is very difficult to access a suitable PC, to do interesting things.

Also, I would like to tell you that I found a quite profitable way to use your software, by loading PNG images with layers, I can group the blocks together with hex codes.


In this way I can edit levels of old games, and when exporting, it is only a matter of saving an image that shows only the hexadecimal code and then converting it into data that the game can read.

So I was wondering, if I couldn't implement something similar natively, if so, this data could be entered manually as pattern set names, to export and import as text.

This would allow any average user to easily adapt complex data formats for editing with Tiled.

Thank you very much for your time and greetings from Argentina!

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Hey Terwilf, editing levels of old games is indeed an interesting use of Tiled! Regarding implementing such export functionality natively, see  the Tiled manual about implementing custom export formats. I'd recommend using JavaScript, since Python is not supported everywhere and has some compatibility issues and C++ plugins are even trickier in terms of compatibility.

The only downside of using JavaScript in your case is that the Windows XP build ships with a somewhat outdated version of the JS engine, which currently makes it impossible to write a custom importer. It should hopefully be functional enough to write an exporter though.

Please feel free to let me know about your exporter if you write one, maybe it would be nice to link it from the tiled-extensions repository.

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Thank you very much for the information, although I think it is something that is beyond my possibilities, mainly because I do not have much experience programming, in addition each game handles its data differently.

On the other hand, currently the only complicated part of this process is to import the data, since since I cannot pass the information directly, I must recreate it in a mock-up that I then trace with the application.



In this way, after having the data loaded, I can easily export the information by saving an image that I then process with an OCR converter.

I mentioned this idea, because your tool is better than any level editor, being able to edit several levels at the same time and even copy and paste data between files.

Imagine the possibilities, if each pattern were linked with a number by default, this would allow one to select an area of the level and paste that data into a word processor, and that users of any level could create a conversion table to import. and export files with different formats, as some hexadecimal editors do.

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Ah, maybe the CSV export can be some help here. Of course, as the name implies, it separates values by commas so if those are not desired you'd have to delete them again, but it does allow setting a custom "name" property on each tile which it will then use to represent that tile in the export.

I still maintain that writing a bit of custom JavaScript is much preferred it this case, especially because each game stores its data slightly differently so the code can be adjusted as needed, and that without having to compile Tiled itself. Even if you can't write it yourself, maybe you can find somebody who can help you with this.

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