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pyMap - 2D Tile Mapping - 0.9.1

A 2D (top down) tile mapping application developed for quick and easy designing of maps for 2D games.

Ryan Ledford
Documentation of Application Features are included with the download. See mapfileformat.txt to see how to read a map file if you want to use it for loading maps into your own applications. Written with: python 2.7 pygame 1.9. This is something I've been working on for my own development of 2D game worlds. It works well for me and is still in development, but I would like suggestions on what other features I could add or change. Im still working on the UI. Launch by double-clicking the file



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pyMap - 2D Tile Mapping 0.9.1 — 7 Feb, 2013

pyMap - 2D Tile Mapping 0.9.3 — 14 Feb, 2013

pyMap - 2D Tile Mapping 0.9.4 — 25 Feb, 2013 account Comments

  • Paul Paterson 2013-02-07 06:34:15

    This looks very nice. I like the large view of the possible tiles.

    If you are looking for features and inspiration I would check out "tiled" ( - I've been using that and have found it provides most of everything I needed. Some things that I wish were in there are,

    - animated tiles

    - automatically creating tiles with colours, letters and numbers etc (eg as placeholders or markers for game items)

    - on a large tileset it would be useful if the application knew about the objects represented (eg these four tiles are all the same wall just reflected around the x/y axis. This would make creating maps easier as you could select the wall tile and maybe use a key to toggle between the different rotations)

    - integration with pygame at runtime. Sometimes it would be cool to flip between design and run mode while the game is running

    - attaching properties to tiles. On tiled you can do this with object layers but they are not tiled on a grid. If you want to have a door, which is a tile, and set a property on it (eg locked/unlocked, or where it leads to) then on "tiled" you have to create an object layer and put an object over the top of the tile and try to line it up.

    - grouping tiles. Similar to the one above. In the game you sometimes want to apply logic to a group of tiles, eg if your world is destructible then you may want to group tiles that should be destroyed at the same time, like a building or wall that collapses. In "tiled" you would have to put them on separate layers or something like that, there is no way to group them in the tile editor and then retrieve the grouping in the game code.

  • Bob Awesome 2013-02-21 23:14:34

    kinda looks like minecraft

    John LI 2013-02-25 23:32:57

    I think it's more like a software called "RPGmaker" with which you can make RPG games even if you don't know how to program.

  • me 2013-02-28 23:34:27

    yeah right, minecraft is 3D

  • mike1a2a3a 2013-03-03 07:01:09

    Can I use this as part of a project I'm making? :D

  • Ryan Ledford 2013-03-03 20:43:43

    You can use this app for your project. What will you be using it for (making a similar app or making maps)? Just wondering. Also, I will still be putting out updates so let me know if you have any suggestions.
    -Ryan Ledford

    mike1a2a3a 2013-03-04 00:28:17

    Thanks, I need to build a few tiled levels for a game I'm making. Otherwise I'd have to define the maps in a text file and build it from scratch. Anyway Ill put you in the references.

    mike1a2a3a 2013-03-04 00:42:48

    I'll let you know any suggestions after I play around with it for a bit =]

  • kass 2013-03-18 01:55:25

    how do i import the map into my game?

  • -Ryan Ledford 2013-03-28 19:05:19

    kass sorry for the late reply, I work offshore and I'm currently out of the country with horrible internet. kass and anyone else can load a map into their game by 1: parsing the map file with a custom function 2: copying the parser / loader from the program (i dont suggest this because of how unclear it can be to follow / change). The map file is fields are explained in the mapfileformat.txt file that is included in the source download. You will likely only need to refer to the ::CellInfo section of the map file to load it correctly into your game.

    0,0,192,0,0,0#layer, top, left, cell_col, cell_row, z

    -top and left refer to the top left of the rectangle inside the tileset image

    -cell_col and cell_row refer to the column and row location of the cell inside the pyMap application(tilewidth * col = left, tileheight * row = top (pygame.Rect((left,top),(tilewidth,tileheight))

    -z is an extra flag that can be applied to cells to tell outside apps if it is ie: destructable, moveable, etc

    hope this helps

  • jango 2014-07-31 00:28:04

    Does this app only support 32X32 tiling or can you use custom tiles?