wiki from old repository authored by Merlin's avatar Merlin
## What we're using
For ShipSim we're using [Tiled Map Editor's](http://www.mapeditor.org/) Tile Map Specification due to LibGDX's internal loader and tilemap handling.
Actually designing maps is a trivial process that we won't go in depth here. You can read [this tutorial](http://gamedevelopment.tutsplus.com/tutorials/introduction-to-tiled-map-editor-a-great-platform-agnostic-tool-for-making-level-maps--gamedev-2838) to learn the basics of using Tiled Map Editor.
## Look and Feel
Our game's look and feel is largely dependent on existing assets that are around online for free, but are primarily designed to work with RPG Maker XP. This creates some minor difficulties for doing some kinds of design, because Tiled and RMXP's map editors are different.
What we'll be using are Inquisitor's [Outdoor](http://downloads.rpg-palace.com/details.php?id=102) and [Indoor](http://downloads.rpg-palace.com/details.php?id=22) RPG Maker XP Tilesets to create a consistent look for our maps. They're of a fantasy setting, but have a balanced structure to their design. They're very large, complex, and overwhelming tilesets, but the results they can give is top notch. These tilesets are generally the go-to tilesets for most RMXP games, and they're available for free.
![](http://i.imgur.com/9XY4s6j.png)
## About our specification
ShipSim looks for some specific things when loading in our maps.
### Collision
Primarily, we use tile-based collision. You'll need to have a tile layer named `Collision` (it is case-sensitive) where everywhere a tile isn't present you can't walk. We normally use our [collision.png](https://github.com/ShipsCS1Adventures/OriginalGame/tree/master/GameClient/maps/tileset/collision.png) tileset to provide a visual way to edit the collision masking.
![](http://i.imgur.com/Z8stGnP.png)
To prevent your collision layer from being visible, be sure to uncheck visibility in Tiled. This will hide it from rendering when the game is running.
<p align="center">
<img src="http://i.imgur.com/U4tEfs7.png" />
</p>
### Teleport Hotspots
We can't set specific tiles on a tile layer to have individual properties, so instead we add the properties to the map itself.
<p align="center">
<img src="http://i.imgur.com/tMp0lBU.png" />
</p>
The format for defining a hotspot in the map is
`[column] [row]` `[map filename] [column on destination map] [row on destination map]`
### Complex Layers
If you find yourself making a butt-ton of complex layer groups to do cool overlapping and buildings, it's most likely in your best interest to compress your layers into a single image layer. You can do this by checking which layers you want visible and going to `Save As Image`. Make sure `Use current zoom level` is unchecked to keep things in the proper resolution as the tiles.
<p align="center">
<img src="http://i.imgur.com/4O9U09N.png"/>
</p>
Loading the image for your layer is as simple as creating a new Image Layer and changing its properties in Tiled
<p align="center">
<img src="http://i.imgur.com/A28Z5Bz.png"/>
</p>
### Foreground Layers
To have a layers render in front of the player in game, the layer needs to be prefixed with `foreground`. Combining `foreground` with collision you can create nice effects, such as standing behind buildings, fences, trees, tables, etc.
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