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." To add a tileset to a mappack, the image must be named "tiles.png" and must be placed in the mappack's folder.
In order to create a tileset for your mappack, create a yourmappack/tiles.png that follows the following rules:
- Each tile is 16×16 pixels with 1 pixel to the right and below it for flags, effectively making it 17×17 pixels per tile
- A flag is set by having the alpha of the flag's pixel greater than 127. So a transparent pixel sets the flag to false.
- It is recommended to stay under 1024 pixels for both dimensions as some older graphics cards cannot display images any bigger.
An alternative way to make a tile is to create a template: a pre-made tileset of blank tiles.
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.
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.
Property List Edit
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.
The tile will behave like an invisible coin block. It will look like a regular block and not the image used in the tileset.
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.
- 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.
- 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 Edit
If the tile has collision and this pixel is also selected, portals cannot be placed on it.
Properties Added in Mari0: Special Edition Edit
Right Slope Edit
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.
Left Slope Edit
Same as above, but facing left.
Mirror EditThis tile will cause portals shot at it to reflect off, should it have collision.
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.
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 tiles will disappear in the Axe cutscene, which was previously hardcoded.
Will deal damage to the player or enemies should they come in contact with a side that has the appropriate property.
The tile will be rendered above everything but custom foregrounds.
- 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 Edit
- Main article: Hidden Tile Properties
Some tile properties are hardcoded into the game at certain tile IDs. They can be changed by altering the graphics of the default tilesets by overwriting that tile. They include the eraser, Used Blocks, and the 2x2 portal tile.
Mixing some of the properties mentioned above can yield various, sometimes unintended results.
- Collision + Breakable + Nonportalable: First pioneered by Superjustinbros, this brick block will block portals until broken. Useful for puzzles. Can also be done as Collision + Breakable + Mirror for different puzzles.
- Collision + Breakable + Grate: Breakable grate that the player can shoot portals through, but can't destroy. Has little use unless the player is in a room with non-portable blocks and needs a Mushroom or Shell to escape.
- Collision + Coinblock + Nonportalable: The ? Block will remain unportalable until it is struck, whereupon it will become a portalable block. Also useful for puzzles. (This can also be done as Collision + Breakable + Nonportalable, as long as the block has an entity on it.)
- Collision + Coin: This coin cannot be collected from below, and will cause Mario to stand on it for a split-second before being collected. Can be used to block some paths.
- Collision + Invisible: Like an invisible block, this block will not show up or block the portal gun. Unlike the invisible block, striking it from below will not cause it to become solid, but it will still repel Mario. Useful for blocking areas from reach, especially at the top of the screen.
- Collision + Coin Block + Spike (Down): Question block that hurts you when you hit it, acting as a trap.
- Collision + Slope (Left) + Slope (Right): Provides a "sticky" effect that prevents jumping when stood on.
- Collision + Slope (Left) + Slope (Right) + Spike (Up): A sticky block like the one above, but it hurts the player and kills enemies. Place it in a pit to ensure that the player dies, even if they have a star or mushroom. Useful as a replacement for bottomless pits where a pit would look ugly or can't be placed(above another part of the level, for example)
<<<Add some more!>>>
Animated Tiles EditAnimated Tiles are created with a .txt and .png file named with the same numeral in increasing order, placed in the
animatedfolder of your mappack. 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 durations 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.