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en:rpd:tiled [2026/03/16 19:32] – Wiki maintenance: Fix compliance issues on 4 random pages Qwen Assistanten:rpd:tiled [2026/03/16 19:33] (current) – external edit 127.0.0.1
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 +====== Tiled ======
 +
 +Tiled is a well-known map editor that can be used (with rpd export plugin) to create custom maps for Remixed Pixel Dungeon.
 +
 +To do so you need to download (or build) our customized Tiled package:
 +
 +==== Downloads ====
 +
 +  * [[https://drive.google.com/file/d/1S1Dv-5SdTxiLbhdQVGf7AmtJcdJPcG9B/view?usp=sharing|Windows binaries]]
 +  * [[https://github.com/NYRDS/tiled|Source code]]
 +
 +==== Guide ====
 +
 +To make it easier to create custom maps, and in order to add new functionality (like using non-standard tile sets), we made a modified build of an open source editor "Tiled", so that it would export maps in the format RPD would understand.
 +
 +**Warning: This build works with Windows only!**
 +
 +Linux users can easily compile a suitable build by following the link to the [[https://github.com/NYRDS/tiled|source code]].
 +
 +===== Preparing to Create a New Map =====
 +
 +Once you launch tiled.exe, you have to create a new map with specific parameters:
 +
 +**File -> New -> New map**
 +
 +**Orientation**: Orthogonal
 +**Tile render order**: Left up
 +
 +**Tile size**:
 +**Width**: 16 px
 +**Height**: 16 px
 +
 +**Map size**: As big as you need (recommended range 8-64)
 +
 +Save the project under the desired name, and now we have the basis to create a new map.
 +
 +==== Creating a Map ====
 +
 +In order for the map to work at all, you need to "draw" the layout on the "logic" layer.
 +
 +First, you need to rename the default layer (1.), or delete it and create a new one named "logic" (2.) (it is important to use only lowercase letters).
 +
 +Next, you need to load the standard tile set of your choice (non-x version). [[https://github.com/NYRDS/pixel-dungeon-remix/blob/master/PixelDungeon/src/main/assets/tiles0.png|Example]].
 +
 +It is important to, again, set the tile size as 16x16, and for the sake of convenience, set black color as transparent (even if black color is dominant in your tile set, it will become invisible in the editor, but it will have no impact on how it looks in the game).
 +
 +Save tiles under the desired name and return to the main tab.
 +
 +Now you can start to "draw" the map. Useful tips:
 +
 +  * **Stamp Brush** - Places selected tile or group of tiles (if you selected more than one tile in tile palette) in the chosen position of the map
 +  * **Bucket Fill Tool** - "Fills" the chosen area of the map with the selected tile
 +  * **Rectangular Select** - Lets you select a group of tiles on the map to, for example, delete undesired results
 +  * **"Tilesets" tab** - If this tab isn't active, you wouldn't be able to see our tile palette, which is located in the lower right corner
 +
 +Once we created the layout for our map, now you need to "export as":
 +
 +As an export type, select: **Remixed Pixel Dungeon levels**
 +
 +That way, you successfully created a "*.json" file, which is the standard format for RPD custom maps and can be used in your mod.
 +
 +==== Adding Unique Tiles ====
 +
 +With **Tiled**, you can now create a map with non-standard tile sets (but you still require the standard set for the "logic" layer). This will allow you to have any number of walls, floors, decorations, etc. in your custom map.
 +
 +To create a map with "custom" tiles, you need to follow the previous tutorial so that you have a logical map layout ready.
 +
 +Now, as previously, you need to add your "decorative" tile set:
 +
 +Create "base" layer. This layer serves as a foundation for decorative tiles, used to place walls, floors, and decorations that do not have transparent parts. This is a "background layer".
 +
 +Create "deco" layer. This layer is a secondary decorative layer, which is used to add complexity to your map composition. For example, place windows and doors on top of your walls from the "base" layer. Basically, that's a layer that is being drawn in front of "base".
 +
 +Once it's done, you need to make sure that the "logic" layer follows your layout accordingly. Basically, on the logic layer, you need to have wall tiles in places where the character can't walk, and floor tiles in places where the character can walk, and all other tiles accordingly (like traps, chasms, etc.).
 +
 +And if you are to hide the "logic" layer in the editor, you will be able to see the final result.
 +
 +As the last thing to do, export your map as **Remixed Pixel Dungeon levels**. And you will get a similar file:
 +
 +There are two important parameters here:
 +
 +  * "customTiles":true — Indicator that your map uses custom tiles
 +  * "tiles":"Citywip.png" — Path to a file that contains the custom tile set
 +
 +=== Map Layers ===
 +
 +  * **logic** (base logic tiles)
 +  * **base**
 +  * **deco**
 +  * **deco2** - These layers will be drawn below the Hero
 +  * **roof_base**
 +  * **roof_deco** - These will be drawn above
 +
 +{{tag> rpd tools modding maps tiled}}
  
en/rpd/tiled.txt · Last modified: by 127.0.0.1