Table of Contents
Before you start making levels for ReTux, you will need to download Tiled. Version 0.10 or later is needed, but version 0.16 or later is highly recommended. You can download Tiled from its official website here.
You will also need ReTux. ReTux can of course be found here. You will be using a copy of ReTux as a level editing environment.
While not entirely necessary, you should import ReTux's object types into Tiled. Do this by going to the "Object Types" tab in Tiled's Preferences window, clicking "Import", and choosing "objecttypes.xml" from the ReTux data directory.
Levels and worldmaps for ReTux are created using Tiled. This guide will not explain how using Tiled itself works; please see Tiled's documentation for that. Instead, this guide will assume you basically know how to use Tiled and explain only the specifics of using it for ReTux.
In addition to the levels and worldmaps themselves, there are some JSON-formatted text files needed for certain things. These will be explained in detail later. Any text editor can be used to create and modify these files, but it is worth noting that Windows Notepad (notorious for barely even functioning as a text editor) will not render them correctly and this may make editing them more difficult. If you are a Windows user, an alternative text editor such as Notepad++ or gedit is highly recommended. As with use of Tiled, this guide will not go into depth on the syntax of JSON files, but the format is relatively straightforward and examples are available.
To make creation of levels and worldmaps easier, ReTux comes with template files to build off of. These are data/levels/base.tmx, and data/worldmaps/base.tmx. To create a new level, start by opening data/levels/base.tmx in Tiled and saving it under a different name you wish to use for the level. To create a new worldmap, start by opening data/worldmaps/base.tmx in Tiledand saving it under a different name you wish to use for the worldmap.
ReTux does not impose any particular requirements for the file names of levels, but two levels or two worldmaps cannot have the same name, so it is highly recommended that you choose a name that someone else is not likely to choose. The file names of the levels and worldmaps are never visible to the player under normal circumstances, so they do not need to be nice-looking or informative. A suggested convention is something like "author-levelset-xx.tmx", where "author" is your name or alias, "levelset" is a shortened version of the name of the corresponding levelset, and "xx" is the level or worldmap number.
It is also highly recommended to never use upper-case letters in any file names. This is recommended to avoid accidentally causing problems for other people related to case-sensitivity of file systems.
There are some cases where you will want to define numeric or boolean properties for some objects.
Prior to version 0.16, Tiled did not support indicating types for properties. ReTux was mostly developed prior to version 0.16 of Tiled, so to compensate for this, ReTux converts any numeric text values of properties into numbers of the appropriate type. However, it does not convert the text values "true" and "false" to booleans; these text values remain as text values when sent to ReTux. For technical reasons, all non-empty and non-numeric text values, including "false", are interpreted as true. Therefore, if you are using a version of Tiled prior to 0.16, you must enter True as "1", and False as "0".
ReTux's interpretation of text values as numbers is deprecated, although it will likely remain to maintain compatibility. For this reason, while versions of Tiled as old as 0.10 are supported, version 0.16 or later is highly recommended.
If you are using version 0.16 of Tiled, be sure to specify numeric values as integers or floats (whichever is appropriate), and specify boolean values as boolean.
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