Tilemap/tileset system
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Before we can do anything with the tileset, we need to create a tilemap layer first. See how we do that here.
Note that we can only operate with the tileset/tilemap system when the tilemap layer is selected.
The available tiles
Tile brush
Tile eraser
Tile bucket
Tile eye dropper
More button
Tile name change
Export tileset
Tile per row setter
Canvas grid - this options determines the visibility of the grid and tile numbers on the canvas
Add new tile - new tile will be added after the selected tile or at the end if nothing is selected
Remove the selected tiles
To assign tiles to the grid on the canvas, we need to first select the tile(s). Tap on a tile to select it. To select multiple tiles, tap on the box next to the More (...) button, then tap on each tile to toggle its selection.
The selected tiles will have a border around them. Now select a tile tool (brush or tile bucket) and then draw the tiles onto the canvas.
When multiple tiles are selected, the app will assign the tiles randomly to the canvas using the selected tiles as the randomization pool.
Removing an assignment is the same as assigning tiles, but we need to select the eraser button instead of the brush/tile bucket.
We can use the tile eyedropper to select a tile on the canvas, similar to how we pick a color using color eyedropper.
To reorder tiles within the tileset, we need to long press on a tile, and then drag it to the new position. If the dragged tile is one of the selected tiles, it will move all selected tiles together. The assignment on the tilemap grid will be updated automatically to match the new order.
There are 2 supported file types for tilesets:
pxts
: Pixquare's own tileset file format, for effortless transfer within Pixquare
png
: For better compatibility with other software and game engines
We can also convert regular layers into tilemap layers. To do that active the contextual menu, then tap "New tilemap layer".
To access this menu, select the "..." button of the tileset panel, then "Export"
These tinkerings are only needed for png
format. We can select "Individual PNGs" to export the tiles into individual pngs instead of in one sheet.
We can import tilesets when we create new tilemap layers. And again, pxts
file will just work, while png importing will require tinkerings like the above image.
That's it, we can now start drawing and see the magic of the tileset system.
We can animate tilemap layers just like regular layers.