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Game map edition using Tiled

Tiled logo

Tiled is general purpose game map editor, with support of several map formats (XML, JSON), multi plataform and runs installed or from browser, supports plugins to read and write others map formats and all free (under GPL license).

map editor tiles tileset game deveopment


You can lauch Tiled via Java Web Start or download it’s lastest version zip file. After download it just unzip it and run:

java -jar tiled.jar

Make sure you have at least Java 1.5 installed and configured.

Creating a empty map

After lauching it, open the menu File → New and create a new 10×10 orthogonal map with 32×32 tiles.

Tiled: New Map

Like this one

tiled 10x10 map

Creating a tileset

Now we need to add a tileset to start drawing a map. Let’s use this one

batalhao tileset cc by sa

Save the tileset image above.  Open the menu Tilesets → New Tileset select Reference tileset image and browser to find the tileset image you saved. Keep tile width and height as 32 and tile spacing and margin as 0.

tiled new tileset

Notice a new tab on the Tile palette section.

tiled tileset

Working with layers

Select the first grass tile from the tileset and select the  fill tool (bucket icon) to create a grass field. Use the paint tool (pencil icon) to add some stones and trees at random locations on grass. On the Layers section double click at Layer Name and put a name like “field”.

tiled field

Now let’s create another layer to put the buildings and streets. We can do that by opening the menu Layer → Add Layer or just clicking the new icon on layer’s section. Let’s call it “city”.

Now build your city by selecting tiles on the palette and using the paint tool. There’s tiles for horizontal and vertical street and all kinds of intersection. For the building you can click and drag in the palette to select multiple tiles at once.

tiled city


You can save the map as tmx (XML Tiled map file) , JSON, LUA, wlk, map (Mappy) or export it as a image. There’s some options accessible on the Edit → Preferences menu like use base-64  gziped encoding.

Thanks to Adam Turk and Bjørn Lindeijer for developing that great project.

In a next post I want to show how to integrate this with a Java/JavaFX game.

Published inenglish


  1. Tá fazendo um jogo? Você tem postado tanto sobre isso… xD
    Para usar tilesets…. vai ser algum RPG old-school-like? =~~

  2. sombriks sombriks

    nah, o Silveira vai lançar um framework pra mmo’s ao estilo FFIII rodando javafx…

    acho q está na hora d’eu instalar “jfxdk” aqui…

  3. Mona Mona

    hello Silveira;

    thanks for this great tutorial 🙂
    i have some question about the tool;
    can i use it to generate a dynamic map;
    i mean the tile location will change according to a specific information in the database;

    the game that am creating is browser base game;
    if that is not doable with that tool, could u please give me some direction to get started 🙂

    thanks again 😉

  4. Hi Mona,
    This tool can will export the map as a XML file that you can open writing your application in any language.
    As a XML file, you can make it dynamic by using a dynamic language in the server side and load information from your database.
    Yes, you can use this tool for that you need but you’ll need write additional code for that in your application.

  5. Marcelo Marcelo

    Olá. Estou usando um pluguin que escrevi para o Tiled exportar diretamente para JavaFX.
    Se vc se interessar, te envio (acho q fica um pouco grande para opstar o código aqui).

  6. Marcelo Marcelo

    Vou postar aqui mesmo. Gera um jar com esta classe aí embaixo, e com este manifest e joga no diretório pluguins do tiled

    Manifest-Version: 1.0
    Writer-Class: tiled.plugins.fx.FXMapWriter

    Classe de exportação do Plug-in
    package tiled.plugins.fx;

    import java.awt.Rectangle;
    import java.util.Formatter;
    import java.util.HashMap;
    import java.util.Iterator;
    import tiled.core.Map;
    import tiled.core.TileLayer;
    import tiled.core.TileSet;

    public class FXMapWriter implements MapWriter
    public void writeMap(Map map, String filename) throws IOException
    writeMap(map, new FileOutputStream(filename));

    public void writeMap(Map map, OutputStream out) throws IOException {
    Iterator ml;
    TileLayer layer;

    ml = map.getLayers();

    Formatter writer = new Formatter(out);
    int pos1 = map.getFilename().lastIndexOf(File.separator) + 1;
    String n = map.getFilename().substring(pos1).replace(“.”, “_”);

    writer.format(“// Generated by Tiled – JavaFX Pluguin \r\n”);
    writer.format(“var %s = Tilemap {\r\n”, n);
    writer.format(“\twidth: %d\r\n”, map.getWidth());
    writer.format(“\theight: %d\r\n”, map.getHeight());
    writer.format(“\ttileWidth: %d\r\n”, map.getTileWidth());
    writer.format(“\ttileHeight: %d\r\n”, map.getTileHeight());
    Rectangle b = map.getBounds();
    writer.format(“\tbounds: javafx.geometry.Rectangle2D {\r\n”);
    writer.format(“\t\tminX: %d\r\n”, b.x);
    writer.format(“\t\tminY: %d\r\n”, b.y);
    writer.format(“\t\twidth: %d\r\n”, b.height);
    writer.format(“\t\theight: %d\r\n”, b.width);
    writer.format(“\timages: [\r\n”);

    java.util.Map tileMap = new HashMap();
    ml = map.getLayers();
    while (ml.hasNext()) {
    layer = (TileLayer);
    for (int y = 0; y < layer.getHeight(); y++)
    for (int x = 0; x < layer.getWidth(); x++) {
    if (layer.getTileAt(x, y)!=null) {
    TileSet ts = layer.getTileAt(x, y).getTileSet();
    if (!tileMap.containsKey(ts)) {
    writer.format(“\t\tjavafx.scene.image.Image {\r\n”);
    String s = new File(layer.getTileAt(x, y).getTileSet().getTilebmpFile()).toURI().toURL().toString();
    writer.format(“\t\t\turl: \”%s\”\r\n”, s);
    tileMap.put(ts, tileMap.size());

    ml = map.getLayers();
    writer.format(“\tlayers: [\r\n”);
    while (ml.hasNext()) {
    layer = (TileLayer);
    writer.format(“\t\tTilelayer {\r\n”);
    writer.format(“\t\t\tname: \”%s\”\r\n”, layer.getName());
    writer.format(“\t\t\twidth: %d\r\n”, layer.getWidth());
    writer.format(“\t\t\theight: %d\r\n”, layer.getHeight());
    writer.format(“\t\t\tvisible: %s\r\n”, layer.isVisible());
    writer.format(“\t\t\ttiles: [“);
    for (int y = 0; y < layer.getHeight(); y++)
    for (int x = 0; x < layer.getWidth(); x++)
    if (layer.getTileAt(x, y)!=null)
    writer.format(“%d,”, layer.getTileAt(x, y).getId() );
    writer.format(“\t\t\timages: [“);
    for (int y = 0; y < layer.getHeight(); y++)
    for (int x = 0; x – 1) {
    var imgIndex = layer.tileImage(col, row);
    var imageTilesPerRow = (images[imgIndex].width / tileWidth) as Integer;
    ImageView {
    image: images[imgIndex];
    x: col * tileWidth
    y: row * tileHeight
    viewport: Rectangle2D {
    minX: ( tileValue mod imageTilesPerRow ) * tileWidth
    minY: ( tileValue / imageTilesPerRow ) * tileHeight
    height: tileWidth,
    width: tileHeight
    into con;
    return Group {
    content: con;


    public class Tilelayer {
    public-init var name: String;
    public-init var width: Integer = 10;
    public-init var height: Integer = 10;
    public-init var tiles: Integer[];
    public-init var images: Integer[];
    public-init var visible: Boolean;

    public function tileValue(x: Integer, y: Integer) : Integer {
    return tiles[x + (y * width) ];

    public function tileImage(x: Integer, y: Integer) : Integer {
    return images[x + (y * width) ];


  7. Chris Chris

    And how do you make it so that you can’t pass through walls and stuff…like a collision layer?

  8. Elias Maluco Elias Maluco

    para colisão e qualquer outra propriedade que se desejar coloacar nas tiles pode-se fazer em Tileset->Tileset Manager->botão edit
    Escolha a tile e coloque as propriedades que quiser (colisão, dano – se a tile for um espinho por exemplo) e assim vai…

  9. Angel Angel

    hi, you’ve stated that you were going to write a tutorial on how to import the map into a java game, do you have this tutorial, i could really use it

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