Last Placed Position: X, Y
Save and export map:
Download Map
Export Map (For later use...)
Drag file to the canvas to import, (When done, click 'Import Map')!
Import Map
Select which object to place:
Platform
GenericObject
Item
Enemy
Mode: (build/remove)
build
destroy
Global Settings
Respect Tile Grid
Z-index (Only change when you want to place multiple objects at the same place!!!!)
Scrolling Options
<
>
v
^
Map Length (negative number, 0 is a non-scrolling map)
Object Image
Relative Image ''
Object RELATIVE Image (leave '' if you are not using this, example: './gameComponents/imgimports/binladen.jpg' WITHOUT the comma-s)
X Offset (0 is default)
Y Offset (0 is default)
Highlight?
false
true
Platform Settings
X hitbox (leave -1 to use image hitboxes)
Y hitbox (leave -1 to use image hitboxes)
GenericObjects Settings
Use Object image for GenericObject image
GenericObject Parralax Effect
Enemy Settings
Enemy Type
Enemy Direction (1 and -1)
1
-1
Enemy DropTable (common1,common2,common3,common4,rare1,bossdrop...)
Enemy DropTable Dropchance (1/n, n=1 is 100%)
Enemy Health (default enemy has 100)
Item Settings
Item Animates?
Item Animation sprite width:
SceneActors Settings
SceneActor Image
Map Initialization Options
moveblocktick
curlandpartic
shottimer
staticbackground.src
maplength (requires NEGATIVE number or 0)
mapceiling
crawlblock
cYbasepos
issidescroller
genericoptimization
Custom Data Content
Enter Appendable Data
Add Data
Documentation
Mode: can use build/remove state, you can place objects while building and remove while removing.
Respect Tile Grid: Whether to place tiles in ~16 coordinates. (By now it cannot be disabled)
Z-index: Allows you to place multiple objects to the same position, can be EVERYTHING, default value is 1, but it stores value as a string so it can be "dasafafa" or anything except NON-ASCII characters.
Scrolling Options: allows you to scroll left and right and building the offsetted parts of the map.
Object Image: this allows you to input any image that is in the game, value can be "platformimage","cabbage",....
Every object uses this except the Enemy and SceneActor. (use 'border_1' for transparent object, for example hitboxes)
X-Y offset: allows you place objects to non PoT locations (in theory should work)
X-Y hitboxes: allows you to change the platform hitbox width and height
GenericObject Parralax Effect: Attribute for GenericObject. 0 makes it a position (perfect for static background), 1 makes it move with scrolling, n lesser than 1 && n!=0 makes it slower to scroll, n greater than 1 makes it faster to scroll
Enemy Type: varies from 1-n (n varies from versions). Default 1 is Taliban gunner, 5 is taliban warrior for example.
Enemy Direction: -1 and 1 can be given, (-1 is left, 1 is right)
Enemy DropTable: set droptable for enemy (droptables at 2.1 version: common1,common2,common3,common4,supply1,rare1,rare2,box1drop,food1,starter1,bossdrop,bossdrop2,tankdrop,alltables[i],jungledrop)
Enemy DropTable Dropchance: n is input value, drop chance (%) is 1/n, 1 is 100%, 10 is 10%, 100 is 1%.
Enemy Health: enemy maxhealth, default enemy has 100.
Custom Data Content: Add custom commands when the level starts.