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General
Basics
- Getting Started
- Game API
- Input API
- Configuration
- Tile Maps
- Resource Management
- Entity Framework
- Control Entities
- User Interface
- utiLITI
- Deployment
- Savegames
- Libraries and Tools
- Glossary
Advanced
- The Particle System
- Dynamic Lighting
- Static Lighting
- Performance Optimization
- Custom MapObjectLoaders
- String Localization
- Object Serialization
- Utility Classes
- Network Communication
- Advanced Entity Knowledge
Tutorials
Tile Maps
Once you have gained a basic understanding of LITIENGINE’s general game infrastructure, it is time to actually create a world for your game to take place in. LITIENGINE uses .tmx tile maps, a universally acclaimed standard format for 2D level building.
Create a tile map
At the beginning of your world building workflow, you create a tile map with Tiled map editor. While we won’t go into details here (because the official Tiled docs do), here’s the rough workflow:
- First, you need to paint your Tileset in the pixel painting program of your choice.
- Then, import the Tileset image into Tiled editor to create a .tsx Tileset.
- Create layers containing Tiles, Objects, and Images.
- Save your map.
Last updated 5 years ago
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