This page will teach about how to use the Palette for tilesets.
For a guide about making your own custom tilesets, check out the Creating Custom Tilesets page.
Placing objects from the Palette
Under the Objects tab of the Palette you will find 3 different tabs:
- The Main tab contains all of the tileset objects that are found in the main tileset
- The All tab contains all of the tileset objects found in the objects folder
- The Embedded tab contains all of the tileset objects found in the level itself
Using the All tab
To use the All tab you will need to have the objects folder installed and the objects path of Miyamoto set to the location of it.
If set up correctly, this tab should show a list containing all of the tileset objects found inside the folder.
By selecting one of the objects on the list and placing it in the stage, the object will be added to the first available place found in one of the regular tilesets, thus also becoming available in the Embedded tab.
Important: After placing an object from the All tab, you shouldn't use the All tab again to place that same object after reloading the Area, as this will create a duplicate.
Doing so may eventually result in tileset space running out, as there is a limited space of 768 tiles.
Using the Embedded tab
This tab shows all of the tileset objects throughout the 3 regular tilesets in the current area.
From here, you can simply select tileset objects and place them in he stage without decreasing the available space for tileset objects.
You can also import and export tileset objects from this tab.
Each object in the objects folder can be imported like this, though using the All tab is easier.
To import or export all objects you can simply use the buttons at the top and to export a singular object, you can right-click an object to make the option appear.
If you have ran out of space, you can remove unnecessary or duplicate objects from this tab by right-clicking them and pressing Delete.
If Miyamoto shows you an error, telling that the object can't get deleted because there are still instances of that object, simply right-click the object in the Embedded tab and press Delete instances.
Alternatively, you can directly replace the object you want to get rid of with the one you want to add by right-clicking that object and pressing Replace.
For learning about how you should use a tileset, consider checking out the Tiling Guide for some examples of common mistakes.
Under the objects tab of the Palette, right underneath the 3 tabs mentioned before, there is the option Paint on layer.
Tiles you place in the stage will be added on the layer this option is set to.
Normally when you place multiple tiles on the same position, the last placed tile will overwrite the others, which is most noticeable when the tile contains a lot of transparency.
If you want to place a tile directly in front or behind another tile you can do so by placing them on 2 different layers.
You can change the the layer of an already placed tileset object by first selecting it, then holding ALT and clicking on the layer you want it to be on from the Paint on layer option.
These buttons on the Toolbar can enable or disable the visibility of the tiles on the individual layers to easily see on which layer tiles are placed.
Layer 0 goes in front of the others and layer 2 behind them.
Here you can see a comparison between having everything on a single layer (left) and using multiple layers (right).
Interaction with players
Player can only touch tiles on layer 1 and always appear in front of layer 1 and behind layer 0.
There is the option Layer 0 Spotlight in the Zone Settings. If this option is checked, a spotlight that makes layer 0 tiles transparent appears around you if you walk behind layer 0 tiles.
The spotlight will only appear if you're behind the collision of tiles on layer 0.
Layer 2 is mainly used for background tiling and tiles on that layer are exclusively decorative.