Log in with to leave a comment.

Viewing most recent comments 104 to 143 of 211 · Next page · Previous page · First page · Last page
(1 edit)


A suggestion: add pugixml (C++ lib) for reading back the tiled maps to your recommendations. Its much more lightweight than the others you recommend on your site and has easier to understand + free to use license. No extra external dependencies and very easy to use.

(2 edits)

Hmm, PugiXML is just an XML parsing library. The purpose of the list is to link to solutions specifically made for reading Tiled maps (and they're not actually recommendations since I haven't tried most of them, it's just a reference). I think there are better resources available for choosing a suitable C++ XML library, like this question on SO (though being from 2012 it may be out of date). Also, somebody may have a favorite XML parsing library in each language and it would quickly add up.

Just a tip. Yes, Pugi is only an XML parsing library, but that is pretty much all you need (my opinon - others may vary). I guess one could go with tinyXML2 too. The ones refed just struck me as having both zlib + bsd license and extra dependencies (ex zlib and tinyXML) that seems a bit unnecessary to do such a simple task.

I entirely agree that an XML parsing library is usually all you need, and of course it has the added benefit that you don't depend on a 3rd party software package to get updated when something new is added to the TMX map format. Maybe it's worth adding a note about this to the documentation.


Hello- thank you again for this amazing free software! I deeply respect the work you've put into this and will be supporting development as best I can with donations. One question, though- I'm considering taking commissions for maps (for ttrpgs and the like). Is Tiled an acceptable software to use for profit in such a manner?


Thank you for your kind words and support! Tiled is free as in freedom so you can use it for any purpose, including commercial services. Btw, do you know a good set of art for making ttrpg maps?


en verdad gracias, por ahora lo utilizare gratis pero apenas que tenga unos ingresos pienso donar para contribuir a la comunidad en el desarrollo de herramientas, como en este caso. gracias en verdad


Hi Thorbjorn,

I've bought your editor (it works great!) and Im using it for my AstroDucks games. Can I redistribute the tiled editor with my game or is there some other way I can make it possible for players to use it? I think a great aspect is that people can make their own maps for the game.



(1 edit) (+2)

Hey Jimmie,

Thank you so much for your purchase and I'm glad to hear Tiled works great for you!

You're definitely welcome to redistribute Tiled along with your game, since Tiled is distributed as free software under the terms of the GPL, version 2 or later. You can even distribute a modified version, as long as you distribute it under the same terms (which also means making available the modified source code). Read the license for the full details. :-)


So is this for Unity, Godot engines or what?   

Tiled is a level editing tool that is independent of any particular engine or framework, but there are many that support Tiled maps either directly or through a 3rd party library/plugin. Check out the libraries and frameworks page for a list.


I wanted to ask because maybe I am failing to understand something - when creating terrain in Tiled, the tool works perfectly when tile is 16x16, but if it is for example 32x32 - it actually makes strange things. Do anyone have such problem also? It may be my error, I ran through the documentation but failed to see my error. Can we have a bit more examples and more thorough explanation when the tiles are bigger - how to mark them for terrain. 

Respect for the great work.


Hmm, the tile size shouldn't matter at all. Actually the "desert" example map that is set up with terrains as described in the documentation is also 32x32. Please ask for help on the Tiled forum or open an issue on GitHub, and provide screenshots which may help to understand what's going wrong. Thanks!

I think it was my fault, just the map was not of correct kind I guess. When you go in tiled and make new tileset and when you click on palette called tilesets - the program crashes. I detached it and it is floating window now but when you click in it, the program crashes. Anyone had same problem? I haven't made new map yet, only defined the tileset for it.

Best Regards.

I played around a little bit with a floating Tilesets view but didn't run into a crash so far. If you can reproduce the crash, please open an issue about this on GitHub and list the exact steps you're taking. Thanks!

(1 edit)

Amazing tool!

Two issues at the moment:

  1. Is there a way to merge two 'imageCollection' layers? Say, I copy image1 from map1 to map2. Since map2 already contains a 'imageCollection' I ended up with two 'imageCollections', and makes my game crash. Also, is there a way to rename these 'imageCollection' to anything else?
  2. For some reason, deleting more than 3, 4 images makes Tiled crash. This didn't happen on old versions.

Thanks so much for Tiled!


To prevent map2 from gaining another "imageCollection" tileset, it would need to contain exactly the same images as the one in map1. A better way to deal with this situation is to store the image collection tileset in its own file (a .tsx file, generally) and add that collection to both maps. The name "imageCollection" is the name of the tileset that you chose when you created it. It can be changed in the Tileset Properties (menu Tileset > Tileset Properties..., available in tileset editor, which you can open with a little icon below the tileset view).

Regarding the crashing when deleting more than 3 or 4 images, please open an issue about this on GitHub and include the steps to reproduce the crash. Thanks!

I've noticed that if you right-click an Object which is already selected, a lot of the times if the cursor is in the right place it just immediately selects the Duplicate option at the top and closes the context menu; I've accidentally ended up with quite a few clones of objects that I meant to do other stuff with this way.

Anyway, good tool! Integrating it with the other tool(s) I use has been a joy, and I really wish some other game dev utilities could be this easy to use.


this is so helpful! Before I was going insane anytime I needed to make a map 


Thank you very much for your continued work on this incredible tool.  I appreciate that you made this and have contributed it into the world.  I really like the idea of 'name your price'.  Today, I don't have a lot of money to contribute, but I will return to donate once I do.   Thanks to you and your tool, I am excited to begin creating.  Currently getting my feet wet in Corona.  I don't have a lot of experience scripting, but I understand the concepts so far. 

Thank you now I try to install

Why when I try to install tiled for windows 10 it tells me "do you want to allow this app to make changes to the device"? 

Can someone help me?


On Windows, installing Tiled is essentially changing your system, so such a warning could be expected. I think you can just say yes.

This is expected on Windows. Exe ciles contaning setup in its name, by default ask for elevation.

(1 edit)

Awesome tool! Does the terrain or Wang systems support 45-degree walls like in this tileset? I can't seem to figure that out.

I don't think you can get the terrain or Wang systems to help you place such diagonal walls. You may be able to do it using AutoMapping rules though.


Hey man, I made and released this tileset specifically for Tiled


Is there a tip jar that I can chuck bux into after giving this a shot, making sure it's the right tool for the jerb?


First of all thanks for your interest in supporting me! Indeed there are several tip jars, the easiest being to pay for Tiled on, which you can also do after you have already downloaded and tried it. There's also Patreon, which allows you to set up a small monthly donation and in return receive updates on what I've been up to as well as an orange nick on the Tiled Discord server!

(1 edit)

Linux update not working. It is download 3 days to same patch. Getting working delete old files and install new.

I assume you were relying on the app for this update? What were the old and new versions? Did the update work for you before, but only broke with this particular release?

(3 edits)

Tiled 1.2.1 (64-bit flatpack) update to latest. Yes update working other programs ass well.

Hmm, I don't maintain the Flatpak release. I think the right place for reporting issues with it is here. And maybe you should try the snap, which I recently updated.

Does Tiled have the ability to take a tile-sheet, split it up into individual tiles, then export that set into individual files? 


No, at the moment Tiled can't perform that operation. You can do it with ImageMagick though, using the -crop option.

Tiled is compatible with Unity 2019?

(1 edit)

Tiled as such has no direct connection to Unity, but there are several solutions for bringing your Tiled map to Unity, both free and commercial. That list is a little outdated though. I think most people are using SuperTiled2Unity, which has comprehensive support for Tiled's features, uses the latest Unity features and is actively maintained.

I already used SuperTiled2Unity but I could not export the map

Seanba requests that issues with SuperTiled2Unity are reported on GitHub.


Linux support is greatly appreciated!


Hi! I just made a donation, this looks like a great piece of software. I can't find a way to edit the tiles themselves on a pixel-by-pixel-basis! Is there functionality for this? 


First off thanks for your donation! Unfortunately, I may have to disappoint since this program is only a level editor, not an image editor. For editing tile graphics I'd recommend using a dedicated image editor like GIMP or Photoshop. You can use Tiled to preview and try out your tiles as you paint them, since it generally reloads the image automatically when it changes.


I'm happy to support projects like this! 

It would be great if you could consider some simple pixel paint functionality at some point. I find that theres a lot of back-and-forth into the tileset when creating a map, so it would be nice to just do minor tweaks without opening another package. Also, at the moment I am upgrading the tileset of a vintage game, the tiles are a mess and its almost impossible to understand them without seeing the changes in the map, and seeing which tiles goes where in realtime.

I know that doing a pixel-editor can open a can of worms in terms of functionality, but some basic pixel placing would be enough I think :)

I use!

(1 edit)


I have tried to download Tiled using itch client and i'm unable to open it after download. What am I doing wrong please?

 Here is the log:

[2019-03-01 @ 09:36:16.551] [launch] itch 23.6.3 launching game 28768: Tiled Map Editor

[2019-03-01 @ 09:36:16.552] [launch] looking for manifest @ "C:\Users\MyUserName\AppData\Roaming\itch\apps\Tiled Map Editor\.itch.toml"
[2019-03-01 @ 09:36:16.554] [launch] No manifest found (no '.itch.toml' file in top-level directory). Proceeding with heuristics.
[2019-03-01 @ 09:36:16.602] [configure] configuring C:\Users\MyUserName\AppData\Roaming\itch\apps\Tiled Map Editor
[2019-03-01 @ 09:36:16.554] [launch] launching prepare for native
[2019-03-01 @ 09:36:16.614] [configure] native-configure yielded execs: []
[2019-03-01 @ 09:36:16.555] [prepare/native] launching windows-prereqs
[2019-03-01 @ 09:36:16.616] [configure/compute-size] computing size of C:\Users\MyUserName\AppData\Roaming\itch\apps\Tiled Map Editor
[2019-03-01 @ 09:36:16.559] [windows-prereqs] no manifest, nothing to do
[2019-03-01 @ 09:36:16.566] [launch/native] cave location: "appdata/Tiled Map Editor"
[2019-03-01 @ 09:36:16.571] [launch/native] no manifest action picked
[2019-03-01 @ 09:36:16.572] [launch/poker] initial candidate set: []
[2019-03-01 @ 09:36:16.587] [launch/poker] candidates after poking: []
[2019-03-01 @ 09:36:16.587] [launch/poker] candidates after sorting: []
[2019-03-01 @ 09:36:16.587] [launch/native] reconfiguring because still no candidates after poker
[2019-03-01 @ 09:36:16.911] [configure] total size of C:\Users\MyUserName\AppData\Roaming\itch\apps\Tiled Map Editor: 0 bytes (0 bytes)
[2019-03-01 @ 09:36:16.915] [launch/native] cave location: "appdata/Tiled Map Editor"
[2019-03-01 @ 09:36:16.915] [launch/native] no manifest action picked
[2019-03-01 @ 09:36:16.916] [launch/poker] initial candidate set: []
[2019-03-01 @ 09:36:16.916] [launch/poker] candidates after poking: []
[2019-03-01 @ 09:36:16.916] [launch/poker] candidates after sorting: []
[2019-03-01 @ 09:36:16.917] [launch/native] no candidates after poker and reconfiguration, giving up
[2019-03-01 @ 09:36:16.918] [launch] error while launching 70d47880-f033-4462-ad70-ca64ed0ba48d: No executables found (without manifest)
[2019-03-01 @ 09:36:16.920] [launch] crashed with No executables found (without manifest)
[2019-03-01 @ 09:36:16.920] [launch] No executables found (without manifest)
[2019-03-01 @ 09:36:16.920] [diego] diego here, looking around
Caption                             OSArchitecture  Version     
Microsoft Windows 10 Professionnel  64-bit          10.0.18342  

Caption                                MaxClockSpeed  Name                                       
Intel64 Family 6 Model 158 Stepping 9  2808           Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz  

NVIDIA Quadro M620        
Intel(R) HD Graphics 630  


Please trim your message. Your log is very long because you have included 5 failed launch attempts that all look pretty much the same.

The problem appears to be that the itch app is not able to find any executables. Maybe something went wrong when installing Tiled. In that case please try deinstalling _all versions_ of Tiled (also make sure no Tiled is mentioned in the "Add/Remove Software" Windows settings panel), and then install Tiled again.

(1 edit) (+1)

 Thanks for your reply and i apologize for the long message. I simply copy the whole content of the log file without much thinking. 

I will do as you say and let you know how it goes.  Maybe my installation got corrupted at some point. I hope that cleaning everything and installing it back will fix the issue.

EDIT: everything works fine now. Thank you for pointing me on the right direction.

Good task


It crashes if I use it on windows 7 with classic theme.

(1 edit)

One thing it doesn't do is 45 degree isometric, so for those interested in that the Wograld map editor does it but I really have too much to do to improve that as well to make it more efficient.


Actually Tiled can do isometric maps at any degree. If you choose Isometric but set the height and width of the grid to the same value, then the isometric grid will be at 45 degrees.

Btw, feel free to link Wograld map editor so people can check it out if they're interested.

hi I love Tiled/supporting it but I'm having a few issues with it. Is there a way to export a map into game maker studio 2.2 ? I've been trying and having no luck. I'm willing to purchase the 100-200 patron tier or figure something out with you if need be. Please help me!! I've been using tiled for so long I don't want to switch

(1 edit)

Hey Soulessfighter, support for GameMaker Studio 2 would definitely be nice, but so far it has not been a priority. I'd be glad to put this on the roadmap in the short-term (I'm confident I could finish this in January) if you'd support me at the $200 tier. It's great to hear you like Tiled so much. I'm doing my best to keep making it better!

okay ill subscribe with the $200 tier, where do i pay and when can you get started on this?


Thank you so much! You can subscribe to the $200 tier here (wait till 1st of January, otherwise you will be charged twice). This week I will start looking into the exact format and I'm pretty sure I will be able to finish it sometime next week. Officially the reward is one full day of development, but I'll make sure to finish this task in case it takes longer.

I'll pay tonight ! Thank you so much ! I really appreciate this. So basically I'll be able to export the map to a game maker studio room easily after next week?

Hey Soulessfighter, normally yes but turns out I'm very busy with renovations this week so I moved my Tiled development days to next week (I'll be spending the full week on Tiled). I hope it's not a problem to wait a few days longer? Btw, I don't think I've received your donation yet.

What advantages does this have over Unity's tilemap system?

(2 edits) (+3)

Until earlier this year my answer would have been "What tilemap system?", but now that Unity also has a tilemap system, and even extended it with support for isometric maps just 3 days ago in Unity 2018.3, it is an interesting question. If you're using Unity anyway, then I would suggest trying out both Tiled (possibly together with SuperTiled2Unity) and the Unity tilemap tools to see if you can find an answer.

In general, there are several basic advantages to using Tiled:

  • Tiled is free software. This means anybody is free to change it and to redistribute changed versions. The tool is effectively yours, while Unity is theirs. There are also no restrictions on what you can do with Tiled, or how much you can earn before it stops being free.
  • If you use Tiled, the maps you develop for your game are not locked into Unity. They are stored in the open TMX map format or as JSON, with support libraries available for most programming languages. You can develop your game using any language or framework and publish to any platform you like.
  • Tiled runs on GNU/Linux, in addition to Windows and macOS.

There are many features in Tiled that are missing in Unity's tilemap support,  but obviously Unity will have some features that Tiled doesn't currently support as well (like scripted brushes, but they will come to Tiled soon). Both projects are actively maintained and continue to be improved.

Okay, thanks for the clarification! Those are all good points.

However, Unity does run on GNU/Linux. In fact, I'm on a Linux machine right now that has Unity installed.

I'll start using Tiled next time I make a tile-heavy project :)

Alright, I had looked at the download page and did not notice a download for Linux. After some searching I've now found the beta releases for Linux on the forum. The latest one is many versions behind the macOS and Windows releases, but it did run (although I do have this problem). Anyway, it wasn't my most important point, but it does mean I may find time to try out Unity's tilemap support at some point. :-)

About tile-heavy projects, note that Tiled is also a pretty decent level editor for levels that are not tile-based. I know the name may suggest otherwise, but you can work with shapes, points, polygons and arbitrarily scaled and rotated images to build your levels. The Sticker Knight example project demonstrates this very well. In Tiled 1.2, many usability improvements have been made to this area and I do plan to expand on that in future versions as well.

It's useful..



Pz improvise or give more tutorials about terrain. Its too hard to understand and not working mostly.


Love this tool.


Simply one of the finest tools for making tiled maps. Thank you for your work on this.

(1 edit) (+1)

is Tiled GMS2 supported? And what about Construct 2?


There is no direct support for GMS2 yet (see issue #1642), though you could try GMTiled. In Construct 2, there is an option to import and export the map to Tiled's TMX format (see the Tilemap Bar documentation - these actions apply to one tile layer at a time).

can i make maps for rpgmaker xp games?

Not really. It doesn't have a direct export to RPGMaker room files, and even if it did, RPGMaker has a limited number of layers, which Tiled is capable of exceeding. If you're stubborn enough, you might be able to find some way of doing it, but wouldn't it just be easier to make those maps in XP? Its map editor is very intuitive. I believe Tiled was designed to help make map and level editing on things like GameMaker, whose tile editor is notoriously trash, much more bearable.

(2 edits) (+4)

Tiled was designed as a generic map editor, so that game developers would spend less time building their editors and more time creating their games. That it also provides an alternative to proprietary editors like the one found in GameMaker is a nice plus. :-)


This is pretty much exactly what I was looking for, I'm wanting to make a Pokémon-ish map for my Indie Game Making Contest entry, but wanted to use GameMaker for the battling over RPGMaker. I fear I'm horribly under skilled for my vision, but hopefully it turns out okay, lol.


Support for RPG Maker XP would be nice, but currently does not exist (see issue #1889). There is a Tiled plugin for RPG Maker MV.


Why doesn't the Terrains system just work similarly to RPGMaker's autotiles? It's far superior and gives much more control. I've already gone to the trouble of making my tilesets compatible with that method.

I really like Tiled, but the issue is that it lacks options. The way it's set up, I have to insert tiles 3x3 at a time, or 2x2 at a time, or if I want to have a 1 tile wide river, I have to do that manually, because Tiled wouldn't know what to do if I tried. However, with RPGMaker, it absolutely is equipped to handle it.

My suggestion is to add a brush style mechanic so users can choose to have a 1 tile wide option as well as the 2x2 and the 3x3.

I think both approaches to terrain transitions have their benefits. RPGMaker's version may appear to handle one-tile wide rivers, but since it works by first splitting up the tiles in even smaller pieces and then recombining them, it is not immediately clear how this could be implemented nicely in Tiled. In addition, that system is very specific to RPGMaker and outside of RPGMaker I've seen the majority of tilesets with such transitions using the system upon which the Terrain Brush is based.

That said, there is an issue open about supporting the RPGMaker autotile format and maybe one day somebody will find a nice way to implement it.

Also, regardless of the autotile format, Tiled should of course enable the easy placement of fences, roads and rivers. I think the Wang Brush could be improved to enable this.

(1 edit) (+4)

Well, to be honest, the rivers example was simply that: an example. I had hoped to save time by using that as an example, but no worries.

The full reason I'd like to be able to have single-tile support is that it helps in making things less uniform. I can more easily do things like this for example:

(Done in RM2k3 because it looks a little nicer)

I take a lot of pride in making my maps look good, whether RPG or platformer, but don't want to spend a bunch of time doing that when there's a lot to do. (Which is obviously why I'm using Tiled instead of GameMaker's built in tile editor.)

I can't imagine it would be too terribly hard to change over to RPGMaker's style. Your system already kind of supports it. Instead of simply drawing terrain boundaries in colored highlights, you could have it set up to use symbols.

I used my own tileset as an example, here. Left: symbols overlaying the tileset. Center: the symbols themselves. Right: the tiles themselves. The way I see it working is, the user would define the structure of the terrain, much like it already does, by marking with symbols which piece represents what part of the terrain as a whole. The editor would start with the tile marked with the 1x1 tile symbol, and then adjust itself and its adjacent tiles accordingly while the user draws in their terrain. It would require a little more work on the user's part to have a tileset that supports the system, or alternatively, it could work both ways: current style and RPGMaker style, with use of a tickbox option. If that seems a little too slow to have users set up based on symbols, no problem: simply have an auto complete feature. The user would only need to set down one corner symbol or a middle symbol in each chunk, and then click a button and Tiled would fill in the rest of them to the best of its ability.

Just an idea.

(1 edit)

I installed Tiled and made a simple test-map (30x50 tiles of 32x32 pix) saved it as .tmx file compressed with zlib and tried to load with Python Arcade module which is supposed to work with Tiled, but it failed :-(

After some debugging I found that Arcade module is trying to retrieve sprites from spritelist and fails - like the Tiled did not saved them at all, this is my error code:

I do not know how to fix this.

(1 edit)

I'm not familiar with Python Arcade and I don't know what could cause this error. Maybe try to ask in the Python Arcade community. Also, maybe you're running into this issue.

Could you please compile it for Linux ARMv7. I need it on my RPi3. Thank you!

(2 edits)

Tiled is available for "armhf" as a snap, which you can install using "sudo snap install tiled --edge" (also see this forum thread).

(1 edit)

I don't have snap and when I try "sudo apt-get install snapd" it says Package not found...

Hmm, which Linux distribution are you using on your Rapberry Pi? The person who asked on the forum was using Raspbian, so if you're also using that maybe you can ask in that forum thread for help with getting snap to work.

Is there a wiki somewhere?

There's the Tiled Manual, which you can contribute to by doing a pull request to the Tiled repository. While there is also a wiki on GitHub, it is mostly just used to document development-specific stuff.

is a mobile version planned?

Since this question comes up every once in a while, I've now opened an issue about this and provided an answer to this question there. :-)

Cool Editor

This is a great Editor. The feature to rotate a group of objects is a bit hidden though. I needed some tome to find it. Maybe it could be an extra Tool that would be selectable in the toolbar or it would be visible in a inspector like there is one for every individual tile, but then for a group.

Ah, you mean the need to click on a selected object to toggle the handles? I based that behavior on Inkscape and I guess I hoped it would be generally expected like that. But I see that for example Inkscape displays the following text in the status bar when you select an object: "Click selection to toggle scale/rotation handles". In the end, it would be good to provide such context-sensitive help, in addition to the manual which did mention this (though many other things still go undocumented).

I'm certainly also not opposed to adding a toggle between scaling and rotating on the tool bar. Thanks for bringing this up!

Yes, that I mean. I've never used Inkscape. But I like the functionality. Would love to see it in photoshop or affinity products. And of course I did not read the manual :D One should not have to read the manual to use such a software. Thanks for your response :)

I actually wanted to write a comment that the feature was missing, at that moment I found it. :D 

Viewing most recent comments 104 to 143 of 211 · Next page · Previous page · First page · Last page