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
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.
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...
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.
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 ?
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!
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
First off I want to say thanks to the creator for making this available for free! Its a very robust and nice program, now after playing around with it for a few hours I started to make animated tiles, and made a water ocean map, with fully animated water.
Next step is importing the tilemap to Unity, fine, add it to my canvas, works great!
But then, go into Unity Play Mode, and the water doesnt animate ;_;
I had trouble getting just a single animated tile to animate before, but after playing around with the controller for that object I got it to work, but to get an animated tilemap to actually animate has got me stumped!
Would appreciate any help, thanks a lot in advance.
Just to clarify, I think the problem is that im missing a certain step in Unity, in Tiled the map is animated and its fine, then I export as aserite, import into Unity using SuperTiled2Unity, then place it on the Scene, but then in play mode its static, not animated, so it has to be something im not oing or some setting that is wrong in unity, I am trying everything but nothing is working so far, but I expect it will be something small and stupid and voila it will work after one simple step!
But I dont know what that step is! Help me out please! Im pulling out my hairss lol
Probably it just says it's a potential thread. Rest assured it's very unlikely there would be an actual thread, since the builds are done on virtual environments maintained by AppVeyor, Travis CI and GitHub. And of course you can trust me. :-)
Yes, there are several formats you can export to, and there are many libraries and frameworks that can help you load and in some cases render the maps. GMS2 is currently not directly supported, but there are some solutions you could try. Check out this GitHub issue for some links and subscribe to get notified about updates.
Cannot for the life of me get proper exports out of this thing. I used apt install to get tiled on my Linux machine. Everything works great except for when I go to export. It either tells me that the given file name has no known extension or the command failed to start. When I used the version I got from here there is a strange xml wrapper around any export I try and the json comes out all wonky. Is there something I might be missing?
Hey kobraGrey, regarding the export not working for the version you installed through apt, this is probably due to a packaging problem. You can check the Plugins tab in the Preferences to see if they are available at all. You could alternatively try the snap package, which ships with most plugins.
Unfortunately, I don't know what you're referring to with the XML wrapper or what you mean with the JSON being wonky. Can you please open an issue on GitHub so that you could attach the files and/or screenshots to show what you mean?
Wow! Thank you for your reply. I'll take a look at the plugins as you recommended and post to the github issues as well with my json export (the data section has letters instead of numbers). Tiled is an outstanding tool for game development. Thank you for creating it and making it available to dreamers like myself. Keep on rocking sir.
I'd heard about Tiled from a friend a ways back, and made a mental note to give it a try when I had some time. I now wish I'd made the time back then, before the last game I built... While the maps were fairly small and simple, editing the floor and wall tiles in JSON format in Notepad++ was almost enough to drive me off the project.
This is a great utility for anyone looking to build 2D tile-based games of any kind. It has no ties to any specific game engine, framework, or programming language -- giving it all the freedom and flexibility anyone could ask for to build the maps and levels for their specific game. Thanks so much for working on this and making it available to the world!
Time to go forth and unleash the creative spirit...
For now, Qt does not appear to support the ARM architecture for macOS (only for iOS) and it will also need to support the building of universal binaries, for which they have issue https://bugreports.qt.io/browse/QTBUG-85447 open. As soon as Qt supports this I can look into building universal binaries of Tiled.
I'm new to Tiled so I'm watching Youtube videos to learn it. I downloaded Tiled for Windows 64-bit (snapshot). My problem is that i miss a button Terrain. SS of mine:
SS from YT:
And here it is. I already read similar topics on your discourse and still don't understand what I'm doing wrong. Even in documentation it says it should be there.
You're using a development snapshot, which contains changes leading up to Tiled 1.5. This includes the removal of the Terrain Brush, since this functionality is now completely covered by the Wang Brush and the related Wang Sets mode in the tileset editor. Unfortunately I haven't gotten around yet to updating the documentation, but the workflow remained largely the same.
If you prefer to go back to a version where you can follow the steps in the video exactly, you should use Tiled 1.4.3 instead.
In Tiled 1.5, the "Terrain Brush" gets a big update and will support edge-based tile connections and blob tilesets in addition to the current corner-based terrain.
Templates indeed can't be used to place tile clusters (they're only for objects, and an object can only refer a single tile), but Tiled has a "Tile Stamps" view where you can save tile stamps for later reuse.
I'm always interested in making Tiled more intuitive and the documentation more clear, so your feedback is really appreciated.
I asked around and someone told me about the tile stamps, which is exactly what I wanted! I’m usually pretty good at discovering features and I even skimmed the documentation and missed that feature
The non-snapshot is considered a "stable release". It can have issues, but I try to fix any serious ones and release a new version (like 1.4.1 and 1.4.2), but those versions mostly won't contain new features.
In the meantime, I'm developing new features for the next release (currently Tiled 1.5). The snapshots are regular development builds that enable people to benefit from the features that have already been implemented as well as to help testing them.
Amazing program. Desperately needs a properly-implemented undo for 'close dialog' however. One accidental mouseclick regularly causes 20 minutes of furious experimentation, restarting, and manual reading.
Unfortunately it's not possible without paying Apple as far as I know. However, since Tiled is open source you could build it yourself to use it on your work Mac. There are instructions in the README.md.
Well, it's hard for me to justify paying Apple to get its operating system to trust Tiled. No other operating system requires such a fee. Maybe it would be worth it if I was selling software on the App Store, but Tiled is free. If I would charge for it on the App Store I would be misleading users into thinking they need to pay for it, and Apple would screw me over further by taking a whopping 30% cut.
If enough of my supporters care about this I could consider paying the $100/year fee. Until then, since Tiled is free software, you should be able to compile it yourself by following the linked instructions.
It's a little easier than compiling from source to run unsigned on OSX (for most people; this might not apply to the work laptop case from the OP, but in case anyone else finds this...)
You can also run the precompiled software on osx by opening Finder > Applications (or whereever you installed it), right clicking the Tiled icon > left clicking `Open`, and then telling it "yes I really meant to open this software". You may have to try running it twice for the OS to give you the correct dialog, after which it's trusted.
Note you *can't* open the app with a doubleclick or the return key to get this dialog the first time (the normal "run this app" gestures; more details).
Can’t speak for everyone, but I would love to buy Tiled from Mac AppStore. Downloading from elsewhere is always bit troublesome and so it building the project from github. The hard part I guess would be the pricing.
Since macOS is getting more strict and there are plenty of macOS users who would benefit from it, I've registered a developer account and made sure the latest Tiled 1.7 release is both signed and notarized.
You should be able to override this setting. After you get this alert go to Security & Privacy in System Preferences and there should be an option allowing you to open the program.
Hey I know Im a month late and Im not sure if someone has mentioned this yet, but Mac actually has a way to bypass this. What works for me is to right click on the app and then click open. For some reason after doing this your Mac should register it as safe and you can use it normally. Also be sure to check in System Preferences > Security and check to see if there is some kind of "allow access" checkbox at the bottom, make sure it is checked, and that should do the trick :)
I usually axe this with `xattr -d com.apple.quarantine <filename>`, but I'm running an older version of OSX. Not sure if this works on all newer versions.
Yes, right-clicking while having the Stamp Brush will capture the tile (or a dragged rectangular area of tiles) from the map, so you can paint with it as well as see it selected in the Tilesets view. Since Tiled 1.4, this will also change the currently selected tileset when all tiles are from another tileset.
Oh that's awesome! I'll have to give that a try. I had a really large tileset with very similar looking tiles and was struggling to quickly identify the tile in the tileset from a tile on the map.
I love this program- But one thing that REALLY gets on my nerves is that after I install tiled, I cannot delete the shortcut from the desktop. It just won't let me. It doesn't give me the option to NOT make one either.
I was never too happy that this shortcut was unconditional either (though normally you should be able to delete it). In the latest installer (Tiled 1.4.2) there is a checkbox that you can uncheck to avoid the creation of the desktop shortcut. It only took me about half a day to make this small change to the installer... :S
To remove this (and other) all users shortcuts from the desktop, go to:
C:\Users\Public\Desktop
That is the "all users on this computer" copy of the desktop - stuff there will appear on all user desktops, and can't be deleted from individual user desktops. However, you can remove them from this folder - and then that'll remove it from every user's desktop (but won't impact any shortcuts they established themselves).
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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.
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:
Great, thanks for the reply.
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.
Thank you, just thank you
everything leading to readthedocs is giving an unkown page error.
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!
Found the issue, the links should work again in a moment. :-)
could you guys make a portable version?
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
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!
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.
does it contain an auto tiling feature?
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.
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?
yes you can, check "free software" section :)
Thanks man.
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!!
Is there a 32-bit build for Linux, or is it possible to use the source code to build my own?
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.
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.
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)
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 :(
got it!
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!
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.
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.
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.
First off I want to say thanks to the creator for making this available for free! Its a very robust and nice program, now after playing around with it for a few hours I started to make animated tiles, and made a water ocean map, with fully animated water.
Next step is importing the tilemap to Unity, fine, add it to my canvas, works great!
But then, go into Unity Play Mode, and the water doesnt animate ;_;
I had trouble getting just a single animated tile to animate before, but after playing around with the controller for that object I got it to work, but to get an animated tilemap to actually animate has got me stumped!
Would appreciate any help, thanks a lot in advance.
Just to clarify, I think the problem is that im missing a certain step in Unity, in Tiled the map is animated and its fine, then I export as aserite, import into Unity using SuperTiled2Unity, then place it on the Scene, but then in play mode its static, not animated, so it has to be something im not oing or some setting that is wrong in unity, I am trying everything but nothing is working so far, but I expect it will be something small and stupid and voila it will work after one simple step!
But I dont know what that step is! Help me out please! Im pulling out my hairss lol
I mean export as .tlmx or whatever the Tiled Tilemap extension is, but thats not the problem.
This has got to be a problem with SuperTiled2Unity, not with Tiled itself
Yeah, actually animated tiles are supported by SuperTiled2Unity and the problem was eventually resolved on the Discord server: https://discord.com/channels/524610627545595904/524610627545595906/8112055307689...
1 I'm on a Chromebook does that still work??
2 If so how do I open it??
1. Chromebooks can open Linux apps so yes.
2. I'm not sure since I don't own a Chromebook but I found this https://support.google.com/chromebook/answer/9145439?hl=en
Yup, from the linux container just type "chmod u+x Tiled-1.4.3-x86_64.AppImage" for example.
Then run it. For example "./Tiled-1.4.3-x86_64.AppImage"
(You don't have to type out the whole file name, just hit TAB for autocomplete.)
Does this work with Stencyl?
Probably it just says it's a potential thread. Rest assured it's very unlikely there would be an actual thread, since the builds are done on virtual environments maintained by AppVeyor, Travis CI and GitHub. And of course you can trust me. :-)
So... you edit the level in the app and import it to the development software?
Does it work with GMS2?
Yes, there are several formats you can export to, and there are many libraries and frameworks that can help you load and in some cases render the maps. GMS2 is currently not directly supported, but there are some solutions you could try. Check out this GitHub issue for some links and subscribe to get notified about updates.
Cannot for the life of me get proper exports out of this thing. I used apt install to get tiled on my Linux machine. Everything works great except for when I go to export. It either tells me that the given file name has no known extension or the command failed to start. When I used the version I got from here there is a strange xml wrapper around any export I try and the json comes out all wonky. Is there something I might be missing?
Hey kobraGrey, regarding the export not working for the version you installed through apt, this is probably due to a packaging problem. You can check the Plugins tab in the Preferences to see if they are available at all. You could alternatively try the snap package, which ships with most plugins.
Unfortunately, I don't know what you're referring to with the XML wrapper or what you mean with the JSON being wonky. Can you please open an issue on GitHub so that you could attach the files and/or screenshots to show what you mean?
Wow! Thank you for your reply. I'll take a look at the plugins as you recommended and post to the github issues as well with my json export (the data section has letters instead of numbers). Tiled is an outstanding tool for game development. Thank you for creating it and making it available to dreamers like myself. Keep on rocking sir.
I'd heard about Tiled from a friend a ways back, and made a mental note to give it a try when I had some time. I now wish I'd made the time back then, before the last game I built... While the maps were fairly small and simple, editing the floor and wall tiles in JSON format in Notepad++ was almost enough to drive me off the project.
This is a great utility for anyone looking to build 2D tile-based games of any kind. It has no ties to any specific game engine, framework, or programming language -- giving it all the freedom and flexibility anyone could ask for to build the maps and levels for their specific game. Thanks so much for working on this and making it available to the world!
Time to go forth and unleash the creative spirit...
Will the next macOS release be a Universal binary so it runs natively on the new M1 Macs?
For now, Qt does not appear to support the ARM architecture for macOS (only for iOS) and it will also need to support the building of universal binaries, for which they have issue https://bugreports.qt.io/browse/QTBUG-85447 open. As soon as Qt supports this I can look into building universal binaries of Tiled.
Hi,
I'm new to Tiled so I'm watching Youtube videos to learn it. I downloaded Tiled for Windows 64-bit (snapshot).
My problem is that i miss a button Terrain. SS of mine:
SS from YT:
And here it is.
I already read similar topics on your discourse and still don't understand what I'm doing wrong. Even in documentation it says it should be there.
https://doc.mapeditor.org/en/stable/manual/using-the-terrain-tool/
I don't understand.
You're using a development snapshot, which contains changes leading up to Tiled 1.5. This includes the removal of the Terrain Brush, since this functionality is now completely covered by the Wang Brush and the related Wang Sets mode in the tileset editor. Unfortunately I haven't gotten around yet to updating the documentation, but the workflow remained largely the same.
If you prefer to go back to a version where you can follow the steps in the video exactly, you should use Tiled 1.4.3 instead.
Thank you for quick reply :)
Huh, saw it. Never used it. Still a 10/10. Just kidding. Though i will leave my opinion when i DO use it.
Has a lot going for it, but the features are complex and documentation isn’t clear enough
I tried to use the terrain brush and found that I couldn’t get some of them to work for reasons I don’t understand
I wanted to use the templates to create tile clusters that I could easily reuse. For example, a tree but it didn’t seem to work at all
I love that it’s cross platform and the interface is good other than the confusing aspects
Thanks for your honest feedback!
In Tiled 1.5, the "Terrain Brush" gets a big update and will support edge-based tile connections and blob tilesets in addition to the current corner-based terrain.
Templates indeed can't be used to place tile clusters (they're only for objects, and an object can only refer a single tile), but Tiled has a "Tile Stamps" view where you can save tile stamps for later reuse.
I'm always interested in making Tiled more intuitive and the documentation more clear, so your feedback is really appreciated.
I’m excited about the updates!
I asked around and someone told me about the tile stamps, which is exactly what I wanted! I’m usually pretty good at discovering features and I even skimmed the documentation and missed that feature
hi, I'd like to try an old version for a macos 10.11, but every release download page point always to the last 1.4.2 file. Can you help me? Thanks
I found it on github directly. Thanks a lot! GREAT JOB anyway
What is the difference between the snapshot and the non-snapshot?
The non-snapshot is considered a "stable release". It can have issues, but I try to fix any serious ones and release a new version (like 1.4.1 and 1.4.2), but those versions mostly won't contain new features.
In the meantime, I'm developing new features for the next release (currently Tiled 1.5). The snapshots are regular development builds that enable people to benefit from the features that have already been implemented as well as to help testing them.
Usefull tool, we are actively using it for our Game.
For GameMaker Studio you have to use GMTiled, however it is supporting only GM:S 2.2.x, not 2.3. Any plan for in-bulit export function for GM:S 2.3?
Built-in GM:S 2.3 export was added in Tiled 1.5.
Amazing program. Desperately needs a properly-implemented undo for 'close dialog' however. One accidental mouseclick regularly causes 20 minutes of furious experimentation, restarting, and manual reading.
Would it be possible to sign the MacOS build with a signing certificate from Apple? The policy on my work Mac won't let me open it otherwise :(
Unfortunately it's not possible without paying Apple as far as I know. However, since Tiled is open source you could build it yourself to use it on your work Mac. There are instructions in the README.md.
Indeed, it requires a paid developer account (~100 $/year). Is that a blocker?
Well, it's hard for me to justify paying Apple to get its operating system to trust Tiled. No other operating system requires such a fee. Maybe it would be worth it if I was selling software on the App Store, but Tiled is free. If I would charge for it on the App Store I would be misleading users into thinking they need to pay for it, and Apple would screw me over further by taking a whopping 30% cut.
If enough of my supporters care about this I could consider paying the $100/year fee. Until then, since Tiled is free software, you should be able to compile it yourself by following the linked instructions.
It's a little easier than compiling from source to run unsigned on OSX (for most people; this might not apply to the work laptop case from the OP, but in case anyone else finds this...)
You can also run the precompiled software on osx by opening Finder > Applications (or whereever you installed it), right clicking the Tiled icon > left clicking `Open`, and then telling it "yes I really meant to open this software". You may have to try running it twice for the OS to give you the correct dialog, after which it's trusted.
Note you *can't* open the app with a doubleclick or the return key to get this dialog the first time (the normal "run this app" gestures; more details).
You don’t even have to compile it, at least not on Mojave. You just have to set a setting in security and right click on an application to open it
Can’t speak for everyone, but I would love to buy Tiled from Mac AppStore. Downloading from elsewhere is always bit troublesome and so it building the project from github. The hard part I guess would be the pricing.
It’s $100/year not per month. Still, I understand why some devs wouldn’t want to pay that fee
Since macOS is getting more strict and there are plenty of macOS users who would benefit from it, I've registered a developer account and made sure the latest Tiled 1.7 release is both signed and notarized.
You should be able to override this setting. After you get this alert go to Security & Privacy in System Preferences and there should be an option allowing you to open the program.
Nope, company policy doesn't allow that.
Okay, work laptop not personal.
Hey I know Im a month late and Im not sure if someone has mentioned this yet, but Mac actually has a way to bypass this. What works for me is to right click on the app and then click open. For some reason after doing this your Mac should register it as safe and you can use it normally. Also be sure to check in System Preferences > Security and check to see if there is some kind of "allow access" checkbox at the bottom, make sure it is checked, and that should do the trick :)
Hold Control and right click, then while having control pressed select Open in the context menu.
You should then be able to open it.
https://support.apple.com/de-de/guide/mac-help/mh40616/mac
You should click on the question mark button in the left corner and follow its direction.
I usually axe this with `xattr -d com.apple.quarantine <filename>`, but I'm running an older version of OSX. Not sure if this works on all newer versions.
Is there an "eyedropper" tool that I can use in the editor where I select the tile in the map and it can highlight the tile in the tileset?
Yes, right-clicking while having the Stamp Brush will capture the tile (or a dragged rectangular area of tiles) from the map, so you can paint with it as well as see it selected in the Tilesets view. Since Tiled 1.4, this will also change the currently selected tileset when all tiles are from another tileset.
Oh that's awesome! I'll have to give that a try. I had a really large tileset with very similar looking tiles and was struggling to quickly identify the tile in the tileset from a tile on the map.
Hey, sorry, you won't let me download because it will be that you won't let me, I'm sorry if it's misspelled, it's that I'm using google translator
I'm not sure what you mean. If you're having trouble downloading Tiled from itch.io, try https://github.com/bjorn/tiled/releases.
I love this program- But one thing that REALLY gets on my nerves is that after I install tiled, I cannot delete the shortcut from the desktop. It just won't let me. It doesn't give me the option to NOT make one either.
Can you change this, please?
I was never too happy that this shortcut was unconditional either (though normally you should be able to delete it). In the latest installer (Tiled 1.4.2) there is a checkbox that you can uncheck to avoid the creation of the desktop shortcut. It only took me about half a day to make this small change to the installer... :S
To remove this (and other) all users shortcuts from the desktop, go to:
C:\Users\Public\Desktop
That is the "all users on this computer" copy of the desktop - stuff there will appear on all user desktops, and can't be deleted from individual user desktops. However, you can remove them from this folder - and then that'll remove it from every user's desktop (but won't impact any shortcuts they established themselves).
You, my dude or dudette, are a freaking hero.