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Smbtiles

The entire Super Mario Bros. tileset.

As its name implies, a tileset is a set of tiles for use in a Mari0 mappack. It is an image made up of blocks that will show up in the editor under "Tiles > Custom.". They are not only an aesthetic item but can have their properties changed to allow for additional functionality.

Wikitiletemplate

An example of a template. All properties are off with semi-transparent pixels.

To add a tileset to a mappack, the image must be named "tiles.png" and must be placed in the mappack's folder. While there is a mod that supported it, their is no way to have more than 1 tilepack, if you need 2 then combine them into 1 image.

Properties[]

SE tileset properties

A reference sheet for the Special Edition tile properties.

The collision properties are probably the most important part of the tileset. As shown in the image to the left, placing a pixel in the predefined spots will cause the tile to behave differently in the game. Note that the pixel does not have to be the same color as in the image except for some special cases in AE.

An important part of the tileset is that unwanted properties must have transparent pixels in their place. This becomes a problem for users of Microsoft Paint, which does not support transparency. If all tiles change to coins when placed, this is likely the problem; use GIMP, Paint.NET, or Photoshop to get rid of the extraneous white pixels or the tiles will turn into

Tileproperties13

A reference sheet for the Alesan99's Entities tile properties (as of version 0.10.0 13).

coins.

Property List (From 1.6)[]

Collision[]

The tile will cause Mario and all entities to stop when attempting to pass through it. In other words, it will behave like a regular block. If this pixel is left blank, Mario and all entities will pass through it as if the tile is part of the background.

Invisible[]

The tile will behave like an invisible coin block. It will look like a regular block and not the image used in the tileset.

Breakable[]

The tile will behave like a brick block, and will be destroyed when Super Mario, a Koopa Shell, or an enemy with the "breaksblocks" property hits it. The particles that appear when it is destroyed will be the standard graphic for the mappack, defaulting to the SMB bricks.

Coinblock[]

Main article: Coin Block

The tile will display a Coinblock. It will look like a regular Coinblock and not the image in the tileset. In SE, the Coinblock Graphic can be changed. Additionally, it will always turn into the same block, though that block can be altered in SE.

Coin[]

Main article: Coin

The tile will display a coin. It will look like a regular coin and not the image in the tileset. In SE, the Coin Graphic can be changed.

Not Portalable[]

If the tile has collision and this pixel is also selected, portals cannot be placed on it.

Property List (From SE)[]

Right Slope[]

Currently broken. The tile does have diagonal collision, but it will not raise a player should they walk into it. They will instead pass through the tile, unable to jump while inside of it. This was fixed in AE but slopes still have a ton of problems.

Left Slope[]

Same as above, but facing left. Also fixed in AE.

Mirror[]

This tile will cause portals shot at it to reflect off if it has collision

HAgOe

Mirrors and grates being used.

Grate[]

They allow portals, lasers, gels, and light bridges through them, but not players, enemies, and boxes.

Platform[]

This tile will only collide from the top, allowing the player to jump through it but not fall.  It should be noted that there is no way to fall through a platform from the top.

Water[]

Will make a specific area behave like a Water level.  Will not, however, make a specific area in a water level behave like a land level.

Bridge[]

Bridge tiles will disappear in the Axe cut-scene, which was previously hard-coded.

Spike[]

Will deal damage to the player or enemies should they come in contact with a side that has the appropriate property.

Foreground[]

The tile will be rendered above everything but custom foregrounds.

Property List (From AE)[]

More Slopes[]

AE V11 and all future versions added support for new types of slopes (and improved the normal slopes) the new properties can be seen below.

Tilestuffslopes

[]

Lava[]

This tile instantly kills the player when touched. Unlike spikes, Enemies don't die when touching lava.

Noteblock[]

Makes the tile act similarly to a springboard, making Mario bounce low when not holding the jump button, and bounce high when holding the jump button. When placing an item, it'll be inside the block until it's either hit from underneath like with coin blocks and breakable blocks, or jumped on. If a pipe enter entity is placed on it it will take them to the chosen sub-level.

Vine[]

Makes the player climb on it, like a vine.

Ice[]

Makes the tile slippery for the player. It has no effect on enemies.

Fence[]

Allows player to climb it both vertically and horizontally. Like a fence.

More platform types[]

3 new platform types were added, a bottom one that doesn't allow you to enter from below, a left one that doesn't allow you to enter from the left and a right one that doesn't allow you to enter from the right.

Debris[]

Main article: Debris (Having the collision property to be colored the same as the debris will make the block breakable by strong enough forces (like explosions).

Examples[]

Main article: Default TilesetsThere are two default tilesets in the game, SMB and Portal, as well as an unused Portal-themed tileset found in the 1.6 game files.

Hidden Tile Properties[]

Main article: Hidden Tile Properties

Some tile properties are hard-coded into the game at certain tile IDs. They can be changed by altering the graphic.

Animated Tiles[]

Animated Tiles are created with a .txt and .png file named with the same numeral in increasing order, placed in the animated folder of your mappack.

Animatedtiles

An example of an animated tile.

The image is created much like a tileset, with the notable difference that it is only extended horizontally, and each tile represents each frame of the final tile's animation. To add a specific property to a specific frame, just place the desired properties on each frame as if it was an independent tile.

The text file contains a list of frame duration's represented as an integer or decimal number, like 0.01. The list will be repeated if it is smaller than the amount of frames, so only one is necessary if all frames have the same duration. The frames will loop indefinitely by default. To only animate the tile on activation of an Animated Tile Trigger in-game, append triggered to the start of the .txt file.

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