Layy Meta Editor : Reference Document

1. Graphic resources

Tilesets are PNG files placed in the "\Graphics\Tilesets" directory. Each tile is 32px × 32px, and the width of a tileset is fixed at 256px. The height must not exceed 512px.

The first tile (furthest upper left) must be empty, because the tileset will be used as a tileB tileset after being exported in a game project. The second and third tiles are respectively the default tiles for ground and walls (they can be changed when creating a new map).

You can use subsets to draw tiles with patterns larger than 32x32px, autotiles and animated tiles. These subsets must have [Sub] in their names and are also placed in the "\Graphics\Tilesets" directory

Ground :

Walls :

2. Creating a new map

Click on the the first button at the upper left of the screen (or press [Ctrl+N]) (1)

(1) new map button

In the window, choose the map dimensions, measured in tiles. Map size can range from 17 to 500 tiles horizontally and 13 to 500 tiles vertically. Then click on the "Next" button.

(1) width input field
(2) height input field
(3) validate and go to next window

In the next window, select a tileset. You can change the default tiles for ground and walls by clicking on their icons then selecting a tile in the tileset.

(1) selectable tilesets
(2) selected tileset preview
(3) click to select default ground texture
(4) click to select default wall texture
(5) validation button

Click on the "Create map" button to validate.

3. Editing maps

3.1. Overview

(1) cursor (green)
(2) selected tiles (blue) (only in Heights mode)
(3) cursor coordinates
(4) current rotation angle
(5) select Heights mode
(6) select Textures mode

3.2. Controlling the camera

Map translation :

move the mouse while maintaining [Space]
or
move the mouse while maintaining [Ctrl] + right click
or
use Arrows keys

Map rotation :

move the mouse while maintaining [Alt] + right click
or
use RPG Maker [L]/[R] buttons (RPG Maker configuration - F1)

3.3. Editing heights

Select a tile by clicking on it, or select a group of tiles by moving the mouse while left clicking. You can add tiles to an existing selection by pressing [Ctrl] during a new selection.

The minimal and maximal heights, mesured in pixels, of selected tiles are displayed in the upper right corner of the screen. Adjust these values to set a new height, or move the mouse vertically while right clicking. The height can range from -256px to 256px.

(1) lower altitude of the current selection
(2) higher altitude of the current selection

Sloped tiles : by maintaining [Shift] when the mouse is over a selected tile, move to one of the four edges so the it is highlighted in white. Move the mouse vertically while right clicking to create a sloped tile.

You can use [Ctrl+Z] to undo the last operation, or [Ctrl+Y] to redo the last undoed operation.

3.4. Setting textures

Select a texture by clicking on it in the tileset on the right of the screen (1). Click on a ground or wall part of a tile in the map to apply the selected texture. You can move your mouse while left clicking to apply the texture on several tiles. Maintaining [Shift] when the mouse is over a wall part allow you to apply a texture on a single tile.

(1) selected tile

You can use [Ctrl+Z] to undo the last operation, or [Ctrl+Y] to redo the last undoed operation.

3.5. Changing the tileset

You have the possibility to change the tileset by clicking on the fourth button at the upper left of the screen (or [Ctrl+T]).

(1) change tileset button

Select the new tileset in the next window. If an old tile is out of the range of the new tileset, it will be replaced by the first tile. This operation cannot be undone.

(1) selectable tilesets
(2) selected tileset preview
(3) validation button

4. Saving a map

Save a map by clicking on the second button at the upper left of the screen (or [Ctrl+S]).

(1) save menu button

In the case of a new map, you'll have to enter a name then click on the "Save" button in the next window.

(1) already saved maps list
(2) click to enter a filename
(3) validation button

In the case of an already saved map, clicking on the "save menu" button allows you to save it under a new name.

(1) save menu button
(2) click here to save the map under a new name

5. Loading an existing map

Choose a map to load by clicking on the third button at the upper left of the screen (or [Ctrl+O]).

(1) load window button

In the next window, select a filename and click on the "Load selected map" button.

(1) saved maps list
(2) validation button

6. Exporting a map

You can export the current map in a game project that use the "Layy Meta Engine" script by clicking on the fifth button at the upper left of the screen (or [Ctrl+E]). The map must have been saved at least once, so it is associated with an isometric data file.

(1) export window button

By default, the selected project is the immediate parent project if it exists : that is the case if the Layy Meta Editor folder is pasted at the root of a project. You can select another project if you want. Click on the "Export" button to continue. The target game project must be closed first !

(1) click to select a game project
(2) validation button

7. Tilesets configuration

The tilesets configuration allow you to link subsets to tiles. This configuration is associated with the editor, so the is only one common configuration for all maps.

(1) export window button

Select a tileset, then double-click on a tile to link a subset to it.

(1) click to select a tileset
(2) double-click to link a subset to a tile
(3) validation button

There are two configurations for a tile : the subset used for ground parts and the one used for wall parts

(1) switch between ground and wall configurations
(2) select/remove a subset
(3) number of patterns for animations
(4) how to draw autotiles when there is a difference of altitude between two consecutive tiles
(5) validation button