Tilesets: Difference between revisions

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==Layers==
==Layers==
Under the objects tab of the '''Palette,''' right underneath the 3 tabs mentioned before, there is the option '''Paint on layer'''.
Under the objects tab of the '''Palette''', right underneath the 3 tabs mentioned before, there is the option '''Paint on layer'''.


[[File:tabs.png|frameless]]
[[File:tabs.png|frameless]]
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** No solidity, which makes tiles have no collision at all. This setting is required for instant death tiles. Spike tiles will still damage you with this setting, which can be handy for something like freezing water.
** No solidity, which makes tiles have no collision at all. This setting is required for instant death tiles. Spike tiles will still damage you with this setting, which can be handy for something like freezing water.
**Solid, which just makes tiles have a solid collision you can touch. This is the setting you'll be using for most tiles.
**Solid, which just makes tiles have a solid collision you can touch. This is the setting you'll be using for most tiles.
**Solid-on-top, which makes tiles able to be touched from above, but not from other direction. This most commonly used for bridges and semisolid platforms
**Solid-on-top, which makes tiles able to be touched from above, but not from other direction. This most commonly used for bridges and semisolid platforms.
**Solid-on-bottom, which functions the same as the solid-on-top setting, but on the bottom side instead of the top. It's unlikely that you'll need this setting.
**Solid-on-bottom, which functions the same as the solid-on-top setting, but on the bottom side instead of the top. It's unlikely that you'll need this setting.
**Solid-on-top-and-bottom, which is a combination of the previous 2, being solid from above and bellow, but not from the sides.
**Solid-on-top-and-bottom, which is a combination of the previous 2, being solid from above and bellow, but not from the sides.
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After designing the image and having set the collisions for it, you still need to make the tileset objects which you'll be placing in the stage.
After designing the image and having set the collisions for it, you still need to make the tileset objects which you'll be placing in the stage.


The objects are the things you'll actually be placing in the stage
The objects are the things you'll actually be placing from the '''Palette'''.

To make and edit the objects of a tileset you have to go to the '''Objects''' tab.

[[File:puzzle objects.png|600x600px]]


Though it's possible to make a separate object for each tile, it would make it incredibly messy and inconvenient to work with.
Though it's possible to make a separate object for each tile, it would make it incredibly messy and inconvenient to work with.

Revision as of 09:35, 3 May 2022

This guide will provide you with information about using and making tilesets.

Tilesets in stages

Each area of a stage contains a main tileset and up to 3 "regular" tilesets.

Main tilesets (often referred to as Pa0s) usually contain tiles with special functionality such as question and brick blocks, pipe collisions donut lifts and other less theme specific tiles.

You can change which main tileset is being used in the area the Area Settings.

The other tilesets are used for the more regular tileset objects like ground and decorations.

Each tileset forms a 16 by 16 square of tiles, for a total of 256 tiles per tileset.

Every tile has a size of 60 by 60 pixels, giving the tileset a total tileset resolution of 960 by 960 pixels.

The 3 regular tilesets combined have a total space of 768 tiles. And together with the main tileset, the total amount of tiles available per area is 1024 tiles.

In the Tilesets menu of Miyamoto is the option Use RGBA8. If this option is checked, tileset images will be saved in a higher, less compressed quality at the cost of increasing the file size.

Unlike sprites, tiles can only be placed on the grid.

Using 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 objects folder

Placing objects from 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 as this might create a duplicate of that object.

This might result in tileset space running out as there is a limited space of 768 tiles.

Placing objects from 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.

Layers

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.

Making custom tilesets

By clicking on Tilesets at the top of the screen, you can reveal a menu with the options to edit any of the tilesets in the current area.

Clicking on one of these will open Puzzle NSMBU which is build into Miyamoto.

After you're done with editing with Puzzle, make sure to close the window by pressing File, then Save and Quit or simply CRTL+S, as just closing the window normally will not register your changes.

Editing the image

The most notable part of a tileset is the image used for the tiles.

This image is aligned in a 16 by 16 square of tiles. Each tile is 60 by 60 pixels and the full image has a resolution of 960 by 960.

To edit this image, you can press File, then Export Image or simply press CRTL+E to export the image as a png.

From there, you can just edit the image with your image editor of choice.

Alternatively, you can also create a new empty image, as long as it has a resolution of 960 by 960.

You can find the images from some of the tileset objects of the original game in the objects folder of Miyamoto.

You can use this grid to more easily tell where tiles are positioned when designing a tileset.

Make sure that the individual tiles of your tileset loop properly with the tiles it should connect to.

If you want to add randomised tiles, you have to make sure that they're horizontally next to each other.

Most of this process is within your image editor, so we won't really explain that here.

When you're finished with the image, you can import it to Puzzle by pressing File, then Import Image or CRTL+I.

Setting collisions

To determine which way the player will interact with tiles, each tile has a set collision.

You can turn on the option Overlay Collision to see the collision each tile has.

To change the collisions of a tileset, we'll be looking at the Behaviours tab.

The Behaviours tab is made up out of 4 options:

  • The Core Type option determines the main behaviour of the tile. There is a decent amount of settings but only 5 of them are of use in most circumstances:
    • The default behaviour, which gives tiles a basic square collision.
    • The 2 types of slope collisions, indicated with triangle icons, which give tiles a sloped collision.
    • Explodable blocks, indicated with an icon of a used, wooden, stone and red block combined, which are just like the default behaviour, but can be destroyed by certain things such as Bob-ombs.
    • Damage tiles, indicated with a skull icon, which can either damage or even directly kill players.
  • The Parameters option expands the options of the Core Type option. The settings given in this option are different for each Core Type. Some noteworthy settings are:
    • For the 2 types of slopes, you can more specifically define which part of a slope it is. The collision of tiles will have the same shape as the icon of this setting.
    • For explodable blocks, the only thing that changes between the settings are the particles being dropped when a tile gets destroyed.
    • For damage tiles, you'd mainly want to use the 4 types of spikes, though the 3 different options of instant death are there.
  • The Collision Type option controls the solidity of tiles. The different settings are:
    • No solidity, which makes tiles have no collision at all. This setting is required for instant death tiles. Spike tiles will still damage you with this setting, which can be handy for something like freezing water.
    • Solid, which just makes tiles have a solid collision you can touch. This is the setting you'll be using for most tiles.
    • Solid-on-top, which makes tiles able to be touched from above, but not from other direction. This most commonly used for bridges and semisolid platforms.
    • Solid-on-bottom, which functions the same as the solid-on-top setting, but on the bottom side instead of the top. It's unlikely that you'll need this setting.
    • Solid-on-top-and-bottom, which is a combination of the previous 2, being solid from above and bellow, but not from the sides.
    • The 2 types of slides, which are slope exclusive collisions. They make you instantly go in a sliding position and unable to jump, but you can still perform spin jumps and climb them that way.
    • The 2 types of staircases, which are also for slopes, but they make you unable to slide down them.
    • For both slides and staircases, the difference between types (1) and (2) is that (1) has a solid collision and (2) has a solid-on-top collision. (2) can also be walked past if it touches solid ground.
  • The Terrain Type setting simply determines which sounds and particles are used if you walk over tiles. They only matter for tiles that are on top of the terrain.

Making objects

After designing the image and having set the collisions for it, you still need to make the tileset objects which you'll be placing in the stage.

The objects are the things you'll actually be placing from the Palette.

To make and edit the objects of a tileset you have to go to the Objects tab.

Though it's possible to make a separate object for each tile, it would make it incredibly messy and inconvenient to work with.



This page is still work in progress.