Tilemap/tileset system
Last updated
Last updated
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 eraser
Add new tile - new tile will be added after the selected tile or at the end if nothing is selected
Remove the selected tile
More button and the options
Window resize
To assign tiles to the grid on the canvas, we need to first select the tile. Tap on a tile to select it.
The selected tile will have a border around it. Now select the brush button on top of the tileset window and then draw the tiles onto the canvas.
Removing an assignment is the same as assigning tiles, but we need to select the eraser button instead of the brush.
To reorder tiles within the tileset, we need to long press on a tile, and then drag it to the new position. 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.