

You should have something that looks similar to this:Ĭongratulations! You’ve made your first house. I make my walls 3 tiles high and my roofs the same. Use the tan wall tiles and the red roof tiles to make a small house. Click the water with the fill tool and it should completely fill the area with grass. Select the Fill Area tool and the regular grass tile second from the top on the far left of the tile palette. If you’re familiar with any drawing programs, it works the same. In order from left to right its: Undo, Select Area, Zoom, Pen, Rectangle, Oval, and Fill Area. You can hold your mouse over these options and see what they do.

Take a look at your tools at the top of the tile palette: Hand crafted levels flow so much better though I can see its’ use in a dungeon crawler game. To be honest, it’s really underwhelming and I never use it. Dungeon: lets you generate a random dungeon.BGM: same as Battle Background except with music.Battle Background: allows you (if a sub-map) to set the battle background the same as the parent map, to be based on its terrain setting (defined in the database) or to specify a certain background.Escape and Save: works the same as teleport.Useful for traps or story dependent scenes. Teleport: allows you to set the restrictions on whether or not players can use a teleport spell/item to escape the map.Once selected you can set the background to loop horizontally or vertically and/or have the background automatically scroll and the speed at which it does. Parallax Background: sets background on transparent maps.Set Encounter Rate sets the number of steps between battles. Encounters: this is the box where you configure random battles and the monsters you fight during them.Scroll Type: allows you to have infinitely looping levels on the vertical or horizontal axis, or both.A basic map is 20x15 tiles (at 16x16 pixels per tile that’s 320x240 pixels, the resolution of the game engine. Map Size: this sets the size of the map in tiles.Tileset: lets you select from pre-configured tilesets created in the database.This is shared between the editor and the actual map files stored in the project folder.) (Regardless of the name, the map will always have a unique map ID number which you can see on the title bar of the window. Name: sets the name of the map inside the editor and game.Many of these things are self-explanatory so I’ll keep the descriptions brief: That will let you edit many attributes of the map. To edit the Map Properties, right-click on the current map (MAP0001) and select map properties. In the bottom left corner you can see you map tree:
