Tilesets

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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 Tileset menu of Miyamoto there 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: Main, All and Embedded

  • 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 running out of space as there is a limited amount 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 the player

The player can only touch tiles on layer 1 and always appears 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 in to 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 normaly will not register your changes.

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.

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

This grid image might be handy to tell the positions of the tiles when designing a tileset.



This page is still work in progress.