BDS Software

Making Maze Number 1 (Using the Tiled Map Editor) - Page 2 of 5



With the tilesets loaded, I created three new Tile Layers in Tiled:

● Level 00 Floor
● Level 00 Items
● Level 00 Avatars

The Floor Layer is used for the blank squares, walls, etc. - things which, once placed on the map, will never move. (In future mazes, some walls may be movable. In such cases, those walls will be placed on the Items Layer rather than on the Floor Layer.)

The Items Layer is used for the Power Pills (and other future items) - things which, once placed on the map, will generally not be mobile, but which can be removed from the map depending upon the player's actions. (In future mazes, the player [or the game itself] may be able to pick items up and, immediately or later, place them back on the map in the same or a different location.)

The Avatars Layer is used for the Player's Avatar (and other future avatars) - things which, once placed on the map, will be able to move from place-to-place; tile-to-tile.

After establishing these three layers, using the Floor and Walls Tileset and the Floor Layer, I just repeatedly clicked on a tile in the tileset and then clicked on a square on the map to copy the tile to the map. 800 clicks later, I had the following Level 00 Floor:




Since the floor will never change, rather than cluttering-up the game page with a myriad of different 32x32px images, I just exported the Level 00 Floor from Tiled to a single 640x640px .png image.

You'll notice that the map has no right or bottom border as yet. To establish the border all around, I copied and pasted this 640x640px image onto a 641x641px grid base, like so:







                                                                                                                                                                M.D.J. 2018/08/19