While there are many :doc:`libraries and frameworks </reference/support-for-tmx-maps>` that work directly with Tiled maps, Tiled also supports a number of additional file and export formats.
Exporting can be done by clicking File > Export. When triggering the
menu action multiple times, Tiled will only ask for the file name the
first time. Exporting can also be automated using the --export-map
command-line parameter.
Several :ref:`export-options` are available, which are applied to maps or tilesets before they are exported (without affecting the map or tileset itself).
Note
When exporting on the command-line on Linux, Tiled will still need an X server to run. To automate exports in a headless environment, you can use a headless X server such as Xvfb. In this case you would run Tiled from the command-line as follows:
xvfb-run tiled --export-map ...
:doc:`The JSON format </reference/json-map-format>` is most common additional file format supported by Tiled. It can be used instead of TMX since Tiled can also open JSON maps and tilesets and the format supports all Tiled features. Especially in the browser and when using JavaScript in general, the JSON format is easier to load.
The JSON format is currently the only additional format supported for tilesets.
Maps and tilesets can be exported to Lua code. This export option supports most of Tiled's features and is useful when using a Lua-based framework like LÖVE (with Simple Tiled Implementation), Corona (with ponytiled or Dusk Engine) or Defold.
Currently not included are the type of custom properties (though the type does affect how a property value is exported) and information related to recent features like :doc:`Wang tiles <using-wang-tiles>` and :doc:`object templates <using-templates>`.
The CSV export only supports :doc:`tile layers <editing-tile-layers>`.
Maps containing multiple tile layers will export as multiple files,
called base_<layer-name>.csv
.
Each tile is written out by its ID, unless the tile has a custom
property called name
, in which case its value is used to write out
the tile. Using multiple tilesets will lead to ambiguous IDs, unless the
custom name
property is used. Empty cells get the value -1
.
GameMaker: Studio 1.4 uses a custom XML-based format to store its rooms, and Tiled ships with a plugin to export maps in this format. Currently only orthogonal maps will export correctly.
Tile layers and tile objects (when no type is set) will export as "tile" elements. These support horizontal and vertical flipping, but no rotation. For tile objects, scaling is also supported.
Warning
The tilesets have to be named the same as the corresponding backgrounds
in the GameMaker project. Otherwise GameMaker will pop up an error for each
tile while loading the exported room.gmx
file.
GameMaker object instances are created by putting the object name in the "Type" field of the object in Tiled. Rotation is supported here, and for tile objects also flipping and scaling is supported (though flipping in combination with rotation doesn't appear to work in GameMaker).
The following custom properties can be set on objects to affect the exported instance:
- string
code
(instance creation code, default: "") - float
scaleX
(default: derived from tile or 1.0) - float
scaleY
(default: derived from tile or 1.0) - int
originX
(default: 0) - int
originY
(default: 0)
The scaleX
and scaleY
properties can be used to override the
scale of the instance. However, if the scale is relevant then it will
generally be easier to use a tile object, in which case it is
automatically derived from the tile size and the object size.
The originX
and originY
properties can be used to tell Tiled
about the origin of the object defined in GameMaker, as an offset from
the top-left. This origin is taken into account when determining the
position of the exported instance.
Hint
Of course setting the type and/or the above properties manually for each instance will get old fast. Since Tiled 1.0.2, you can instead use tile objects with the type set on the tile, and in Tiled 1.1 you can also use :doc:`object templates <using-templates>`.
Views can be defined using :ref:`rectangle objects <insert-rectangle-tool>`
where the Type has been set to view
. The position and size will be
snapped to pixels. Whether the view is visible when the room starts
depends on whether the object is visible. The use of views is
automatically enabled when any views are defined.
The following custom properties can be used to define the various other properties of the view:
Port on screen
- int
xport
(default: 0) - int
yport
(default: 0) - int
wport
(default: 1024) - int
hport
(default: 768)
Object following
- string
objName
- int
hborder
(default: 32) - int
vborder
(default: 32) - int
hspeed
(default: -1) - int
vspeed
(default: -1)
Hint
When you're defining views in Tiled, it is useful to add view
as object type in the :ref:`Object Types Editor <predefining-properties>`,
adding the above properties for ease of access. If you frequently use
views with similar settings, you can set up
:doc:`templates <using-templates>` for them.
- int
speed
(default: 30) - bool
persistent
(default: false) - bool
clearDisplayBuffer
(default: true) - bool
clearViewBackground
(default: false) - string
code
(map creation code, default: "")
- bool
PhysicsWorld
(default: false) - int
PhysicsWorldTop
(default: 0) - int
PhysicsWorldLeft
(default: 0) - int
PhysicsWorldRight
(default: width of map in pixels) - int
PhysicsWorldBottom
(default: height of map in pixels) - float
PhysicsWorldGravityX
(default: 0.0) - float
PhysicsWorldGravityY
(default: 10.0) - float
PhysicsWorldPixToMeters
(default: 0.1)
Both tile layers and object layers may produce "tile" elements in the exported room file. Their depth is set automatically, with tiles from the bottom-most layer getting a value of 10000000 (the GameMaker default) and counting up from there. If you want to set a custom depth value you can set the following property on the layer:
- int
depth
(default: 10000000 + N)
The tBIN map format is a binary format used by the tIDE Tile Map Editor. tIDE was used by Stardew Valley, a successful game that spawned many community mods.
Tiled ships with a plugin that enables direct editing of Stardew Valley maps (and any other maps using the tBIN format). This plugin needs to be enabled in Edit > Preferences > Plugins. It is not enabled by default because it won't store everything (most notably it doesn't support object layers in general, nor external tilesets), so you need to know what you are doing.
Note
The tBIN format supports setting custom properties on the tiles of a tile layer. Since Tiled does not support this directly, "TileData" objects are created that match the location of the tile, on which such properties are then stored.
Tiled can export a map to a Defold Tile Map (*.tilemap). This component only supports tile layers and only a single tileset may be used. The plugin is disabled by default.
Upon export, the tile_set
property of the Tile Map is left empty, so
it will need to be set up in Defold after each export.
When any additional information from the map is needed, the map can be exported in :ref:`Lua format <lua-export>` and loaded as Defold script.
A few other plugins ship with Tiled to support various games:
- droidcraft
- Adds support for editing DroidCraft maps (*.dat)
- flare
- Adds support for editing Flare Engine maps (*.txt)
- replicaisland
- Adds support for editing Replica Island maps (*.bin)
- tengine
- Adds support for exporting to T-Engine4 maps (*.lua)
These plugins are disabled by default. They can be enabled in Edit > Preferences > Plugins.
It is also possible to write :doc:`Python scripts <python>` to add support for importing or exporting custom map formats.