TilemapEd, Tilemap editor for the X16
Posted: Fri Feb 17, 2023 11:05 am
TilemapEd is a simple tilemap editor specifically for the X16.
It's not meant to be a recreation of Tiled, but a more simple approach.
TilemapEd has 3 basic features which are Tilemap editor, Tile editor and Palette editor, but you can also edit the entire Tileset at once or a selection of Tiles in a Tilemap.
Tiles and palettes can be imported from the respective Gimp files (.gpl, .png, .raw, .data, .bin).
Tilesets can be imported from project files and also compatible PNGs.
Tilemaps can be created with an initial value and imported from project files, with a specified Tile offset.
Most Windows has a Clipboard available where Selections can be Copied/Cut/Pasted.
Select the desired area(s). Then press "C" to Copy Selection or "M" to Cut/Move. Press "V" to bring back the last Selection or "CTRL + V" to cycle all Selections. Press "F7" to bring up the Clipboard Window where Selections can be selected using "Left Mouse Button".
An optional CollisionMap can be created for TileMaps. There are different formats for the Collision Map, but all work by setting a "Collision Value", which is an integer between 2-8bits, for each Tile in the TileSet. A CollisionMap is then saved along side the TileMap with the "Collision Value" for each Tile in the TileMap as well as different combinations of Tile Flip and/or Palette Offset.
There is also an optional Sprite Editor.
Files saved from TilemapEd can be loaded directly into VERA and examples are included in C.
The source code is available under BSD 3 Clause license and can be found here: https://github.com/dacobi/tilemaped
For more information about how to use the program open the Help dialog by pressing F1 or run the program with "-h".
Binaries for Win64 and Linux can be fund here: https://github.com/dacobi/tilemaped/releases/latest/
(You may need to changes your Windows settings to allow execution of programs from unknown publishers)
The program can be launched with the following arguments:
"--opengl, --d3d, --software, --window, --maximize, --highdpi <uiscaleinpercent>, --nohighdpi, --vsync, --novsync"
The chosen options will be saved to an INI file and used until other options are applied.
In Windows you can force DirectX rendering by using --d3d. The default is OpenGL.
On 4K displays in Windows with high UI scale values, it may be necessary to run the program with "--highdpi <uiscaleinpercent>".
The default behaviour is to save Window Size/Maximize State to the INI file.
INI file options can also be changed in the "File->Settings" menu.
The first time the program is launched it has to be from the folder that contains the "nerdfont.ttf" file.
This file path will then be written to the INI file after which the program can be launched from any folder.
If the folder containing the font file is ever moved the program must again be launched from this folder and the font file path will then be updated in the INI file.
To access the example folder when using the AppImage you can extract the AppImage using:
or just download it from the GitHub page.
For a short video tutorial on how to create TileSets and Palettes using TilemapEd and Gimp and use them in tracks for my game "Mini Motors" goto my YouTube channel here:
Creating Tiles in TilemapEd from a Gimp Image
A few screenshots:
It's not meant to be a recreation of Tiled, but a more simple approach.
TilemapEd has 3 basic features which are Tilemap editor, Tile editor and Palette editor, but you can also edit the entire Tileset at once or a selection of Tiles in a Tilemap.
Tiles and palettes can be imported from the respective Gimp files (.gpl, .png, .raw, .data, .bin).
Tilesets can be imported from project files and also compatible PNGs.
Tilemaps can be created with an initial value and imported from project files, with a specified Tile offset.
Most Windows has a Clipboard available where Selections can be Copied/Cut/Pasted.
Select the desired area(s). Then press "C" to Copy Selection or "M" to Cut/Move. Press "V" to bring back the last Selection or "CTRL + V" to cycle all Selections. Press "F7" to bring up the Clipboard Window where Selections can be selected using "Left Mouse Button".
An optional CollisionMap can be created for TileMaps. There are different formats for the Collision Map, but all work by setting a "Collision Value", which is an integer between 2-8bits, for each Tile in the TileSet. A CollisionMap is then saved along side the TileMap with the "Collision Value" for each Tile in the TileMap as well as different combinations of Tile Flip and/or Palette Offset.
There is also an optional Sprite Editor.
Files saved from TilemapEd can be loaded directly into VERA and examples are included in C.
The source code is available under BSD 3 Clause license and can be found here: https://github.com/dacobi/tilemaped
For more information about how to use the program open the Help dialog by pressing F1 or run the program with "-h".
Binaries for Win64 and Linux can be fund here: https://github.com/dacobi/tilemaped/releases/latest/
(You may need to changes your Windows settings to allow execution of programs from unknown publishers)
The program can be launched with the following arguments:
"--opengl, --d3d, --software, --window, --maximize, --highdpi <uiscaleinpercent>, --nohighdpi, --vsync, --novsync"
The chosen options will be saved to an INI file and used until other options are applied.
In Windows you can force DirectX rendering by using --d3d. The default is OpenGL.
On 4K displays in Windows with high UI scale values, it may be necessary to run the program with "--highdpi <uiscaleinpercent>".
The default behaviour is to save Window Size/Maximize State to the INI file.
INI file options can also be changed in the "File->Settings" menu.
The first time the program is launched it has to be from the folder that contains the "nerdfont.ttf" file.
This file path will then be written to the INI file after which the program can be launched from any folder.
If the folder containing the font file is ever moved the program must again be launched from this folder and the font file path will then be updated in the INI file.
To access the example folder when using the AppImage you can extract the AppImage using:
Code: Select all
./Tilemaped-<version>-x86_64.AppImage --appimage-extract
For a short video tutorial on how to create TileSets and Palettes using TilemapEd and Gimp and use them in tracks for my game "Mini Motors" goto my YouTube channel here:
Creating Tiles in TilemapEd from a Gimp Image
A few screenshots: