.. _gamemaker-export: GameMaker: Studio 1.4 --------------------- GameMaker: Studio 1.4 uses a custom XML-based format to store its rooms, and Tiled ships with a plugin to export maps in this format. Currently only orthogonal maps will export correctly. Tile layers and tile objects (when no class is set) will export as "tile" elements. These support horizontal and vertical flipping, but no rotation. For tile objects, scaling is also supported. .. warning:: The tilesets have to be named the same as the corresponding backgrounds in the GameMaker project. Otherwise GameMaker will pop up an error for each tile while loading the exported ``room.gmx`` file. Object Instances ~~~~~~~~~~~~~~~~ GameMaker object instances are created by putting the object name in the "Class" field of the object in Tiled. Rotation is supported here, and for tile objects also flipping and scaling is supported (though flipping in combination with rotation doesn't appear to work in GameMaker). .. raw:: html
Since Tiled 1.1
The following custom properties can be set on objects to affect the exported instance: * string ``code`` (instance creation code, default: "") * float ``scaleX`` (default: derived from tile or 1.0) * float ``scaleY`` (default: derived from tile or 1.0) * int ``originX`` (default: 0) * int ``originY`` (default: 0) The ``scaleX`` and ``scaleY`` properties can be used to override the scale of the instance. However, if the scale is relevant then it will generally be easier to use a tile object, in which case it is automatically derived from the tile size and the object size. The ``originX`` and ``originY`` properties can be used to tell Tiled about the origin of the object defined in GameMaker, as an offset from the top-left. This origin is taken into account when determining the position of the exported instance. .. hint:: Of course setting the class and/or the above properties manually for each instance will get old fast. Since Tiled 1.0.2, you can instead use tile objects with the class set on the tile, and in Tiled 1.1 you can also use :doc:`object templates `. .. raw:: html
Since Tiled 1.1
Views ~~~~~ .. figure:: images/gamemaker-view-settings.png :alt: GameMaker View Settings :align: right Views can be defined using :ref:`rectangle objects ` where the Class has been set to ``view``. The position and size will be snapped to pixels. Whether the view is visible when the room starts depends on whether the object is visible. The use of views is automatically enabled when any views are defined. The following custom properties can be used to define the various other properties of the view: **Port on screen** * int ``xport`` (default: 0) * int ``yport`` (default: 0) * int ``wport`` (default: 1024) * int ``hport`` (default: 768) **Object following** * string ``objName`` * int ``hborder`` (default: 32) * int ``vborder`` (default: 32) * int ``hspeed`` (default: -1) * int ``vspeed`` (default: -1) .. hint:: When you're defining views in Tiled, it is useful to add ``view`` as class in the :ref:`Custom Types Editor `, adding the above properties for ease of access. If you frequently use views with similar settings, you can set up :doc:`templates ` for them. Map Properties ~~~~~~~~~~~~~~ General ^^^^^^^ * int ``speed`` (default: 30) * bool ``persistent`` (default: false) * bool ``clearDisplayBuffer`` (default: true) * bool ``clearViewBackground`` (default: false) * string ``code`` (map creation code, default: "") Physics ^^^^^^^ * bool ``PhysicsWorld`` (default: false) * int ``PhysicsWorldTop`` (default: 0) * int ``PhysicsWorldLeft`` (default: 0) * int ``PhysicsWorldRight`` (default: width of map in pixels) * int ``PhysicsWorldBottom`` (default: height of map in pixels) * float ``PhysicsWorldGravityX`` (default: 0.0) * float ``PhysicsWorldGravityY`` (default: 10.0) * float ``PhysicsWorldPixToMeters`` (default: 0.1) Layer Properties ~~~~~~~~~~~~~~~~ Both tile layers and object layers may produce "tile" elements in the exported room file. Their depth is set automatically, with tiles from the bottom-most layer getting a value of 10000000 (the GameMaker default) and counting up from there. If you want to set a custom depth value you can set the following property on the layer: * int ``depth`` (default: 10000000 + N)