Scrolling Game Development Kit UI Help  

Edit Tilesets Dialog

Since the full screen Tileset Editor (accessed through the Create and Edit buttons on this dialog) is very involved, help for this topic has been split into two files:

At the top left of this dialog is a list of "Tilesets" defined in the project. A Tileset is an appropriately sized bitmap associated with a tile width and a tile height used to split up the bitmap into tiles. The graphics for a tileset are stored in a BMP Windows bitmap file while the overall definition (the reference to the file, and parameters indicating how the graphics are split into tiles) is stored in the GDP project file. Indicated in this list of tileset definitions is a "[U]" or "[L]" at the begining of each entry indicating if the tileset graphics are currently loaded into memory ("[L]") or unloaded ("[U]"). Often times GameDev will attempt to only load those graphics that are being used and unload a tileset graphic when its done being used. Of course a modified tileset must remain in memory until it is saved (or discarded).

Selecting a tileset in this list will load the parameters of the tileset into the fields below. The "Tile Columns" and "Tile Rows" values will not be filled in unless the tileset image is loaded. This is because the rows and columns are calculated based on the image size (divided by the tile size), and the image size is unknown unless the image is loaded. You may then modify them and update the tileset. Creating a tileset generally follows these steps:

The Edit button will load the selected tileset into the editor to update the graphics. Save Image will save the graphics to a specified BMP file. The path that the image for the currently selected tileset is currently saved to is displayed in the "Path" box at the bottom right. Save All saves all loaded tileset graphics, prompting for filenames if necessary. Load Image can be used to load an existing bitmap as a new tileset. Before clicking the Load Image button you must specify a name for the new tileset and specify the tile width and tile height. The columns and rows will be calculated based on the image size. If the width of the image is not a multiple of the tile width or the height of the image not a multiple of the tile height, some pixels will be cropped off, the tileset will exclude the partial tiles.

The Remove button removes the tileset definition from the project. It does not do anything to the BMP file itself. The Import Tile button can be used to import a single tile from another image. Unlike the "Load Image" button, this lets you pick a single tile-sized piece out of an existing picture instead of loading the whole image into the project. After selecting the portion you want to import, the tile is loaded into the editor. The tileset itself is not affected until you store the tile into a slot in the tileset.

The update button can be used to change the parameters of a tileset after it is created or loaded from an existing image. If you change the tile size, partial tiles may be clipped off. Be sure to select an appropriate screen depth before activating this command because it uses the full screen tileset editor momentarily to update the image (for instance, if the number of tiles changed). Note that updates to the parameters are made in this order: