NOTE: This is the beta version. Expect it to have bugs and break unexpectedly and without warning. Changes made here may eventually be merged into the main, stable project on my main. !!!IMPORTANT!!! Set the dimensions of the map and click the "Clear" button before you start editing it- otherwise you will wind up with weird and unexpected results. You can pick what tile you have currently selected by clicking on it in the tile pallet to the left. You can then place those tiles by clicking on where you want to place them on the right. You can move where you are in the tile pallet using the arrow keys, and where you are in the preview and editor using WASD. Currently touchscreen-based controls (mobile support) is not available. Button description: "Preview/Edit mode"- toggles edit mode "Load"- load a map "Save"- save the map "Clear"- delete all tiles and add map height * map width default tiles ("empty" costume) "+ Collider"- Add a collider tile. You will be asked for a 9-digit code, which is a series of "1"s, representing that a collider is present, and "0"s, representing that one isn't. Slider variables: "map width"- the width of the map. Don't change this when drawing (or afterwards), as the project doesn't know how to correct for when this happens and it will break your map. Setting it back to what it was will fix this. Can be anything between 1 and 1000, although can be set to more if you need to but the project may start to lag "map height"- the height of the map. Removes rows from the bottom when decreased, doesn't do anything when increased. Can be anywhere between 1 and 1000, and set to higher if you need, with ever-decreasing performance as a result.
Simple tile editor, based on my stamped tile engine on my main (https://scratch.mit.edu/projects/1114214185/ ). This took somewhat longer than the tile engine :P Note that maps generated here do not have perfect compatibility with the tile engine itself, as the tile engine does not support the "empty" costume (called "default" internally), or the "mouse detector" costume (the one with the weird edges- it's internally used to detect the mouse hovering over a tile, but it's a valid tile as well). Known bugs: - Any costume being drawn as a tile which has a name that is exactly 9 characters long will attempt to draw a collider - When drawing a collider tile, sometimes an extra collider will appear in the top-left corner of the collider tile. This is purely a visual bug, and does not affect how the map is saved. - Map widths of 1 can break scrolling Beta Version Changelog: February 11th, 2025: Added an add collider button, which adds a collider tile to your pallet that you can use. Inspired by 's collision pins, although not directly based on them. February 10th, 2025: Removed the add row button, in favor of an automatic system that does the same job. There may be a deadzone near where it used to be, and clicking in that area probably won't do anything.