
Click on an instance and to select it, and drag to move it. This canvas visually shows the map and allows you to select and manipulate instances. For more details on objects and their properties, see the Objects section later on in this guide. Non-shape objects represent an entity at a specific position that can't be resized. Shape objects are represented by a collision shape (a set of points) on the Map Canvas and can be resized. There are two categories of objects: Shape objects and non-shape objects. To place an object on the map, select a specific object in this list, then click on the Map Canvas (#3) to place it at your mouse position. Instances are the instances of objects that are on the map. Objects are the basic building block of MMXOD maps. This section contains the list of objects, which are the templates or blueprints of things that you can place on the map. This section contains the list of maps and allows you add, change and filter maps. Here's an overview of the high level UI sections of the map editor.
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The editor does let you mod official maps, but any changes to them will change the game's checksum version, forcing others to download your same edits to play with games you host online. In general the format is similar, but with a few differences, such as music, map sprites and some map images being part of the shared game package (i.e. The "assets\maps" folder has the game's official maps. More on that later in this guide on Map Sprites. Map sprites use the same format/system as regular sprites and are also created/edited in the Sprite Editor, but in a special flow. It needs to be named "sprites" and contain a file called "spritesheet.png" as the background. sprites folder: If your map will use map sprite animations, they need to be in this folder.Should be 102x102 pixels and use the same border style as the others. thumbnail.png: Add an optional but recommended thumbnail for your map in the map select screen.See audio modding for more details on the loop format. This supports looping in the same file extension format as regular game music. music.ogg file: to make your custom map have music, add a music.ogg file.More on what the 4 map image categories mentioned mean later on in this guide. The names don't actually matter, but you should stick to the convention mentioned. Map image files are to be put in the top level folder. Image files: usually named background.png, backwall.png, parallax.png or foreground.png, depending on purpose.mirrored.json:If your map is configured to be mirrored, this will represent the mirrored version of the map, which is auto-generated from the base map.json file on every save.map.json: This file will always have the same name and represents the map data, with all the metadata, collision boxes, etc.Inside the folder, there are several different possible files: The folder name must always match the map name and if renamed will cause errors.
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This allows you to zip up the map folder and provide it for others to easily download and install without additional steps. A custom map should never have any dependencies on files outside this folder.

This is both where you do custom map editing and where you install custom maps downloaded from the internet.Ī custom map is represented by a top-level folder in the "assets\maps_custom" folder which encompasses all the map data in one self-contained package.

In MMXOD, custom maps are stored in the "assets\maps_custom" folder. Otherwise you will have to copy-paste it over every time the editor gets a new update. If you need to change it, edit the assetPath string in the "config.json" file that gets generated in the program folder (be sure to use forward slashes in the path), or simply delete config.json and re-run the program to select a new path in the UI.Ĭonfig.json is the settings file with all persistent settings that the program uses that gets saved to disk, and you can put it in a Documents folder called "MMXOD Editor" to have the program look there instead of the program folder on startup. Afterwards, the program will load all maps for editing. Follow the prompt to select an assets folder where the program will read/write map files. Run "MMXOD Map Editor.bat" in the program folder, this will launch the map editor. Note that right now, this program is only for Windows. Installation/Getting Startedĭownload the editor from the Tools section of the site, and then unzip it. Previously this was used only by Gamemaker19 to develop the game, but was released to the public to allow others to create their own custom maps, and share them with the public in a self-contained package.
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Welcome to the custom map modding scene for MMXOD! Here you will learn how to use the map editor tool.
