Scirra cog

About Us

We're a London based startup that develops Construct 2, software that lets you make your own computer games!


Browse all our blog posts

Latest Blog Entries

We love brains!

Join us! Joiiinnn ussss! Mooooree brains!

Construct 2 now supports tilemaps

by Ashley | 28th, November 2013

One of the top feature requests we've kept hearing from users is for better support for tilemap-based games. As ever, we listen carefully to what our users say about Construct 2, and as promised the latest stable release r152 introduces new features to make it much easier to design and develop tile-based games.

Example of a tile-based game

The new Tilemap plugin holds a tilemap, which can then be edited using the new Tilemap Bar.

Construct 2's Tilemap Bar

The new Tilemap supports includes the following features:

  • Use multiple layers of tiles (with multiple Tilemap objects)
  • Edit tiles from the layout view
  • Automatically nine-patch 3x3 sections of tiles with the Rectangle tool
  • Change tiles at runtime and import/export tiles in JSON format at runtime
  • Import and export tilemaps in the editor in TMX format
  • Rotate and flip tiles both in the editor and at runtime
  • Edit individual tile collision polygons from the Tilemap Bar
  • Optimised rendering and collision detection to maximise performance
  • Works in both canvas2d and WebGL renderers (but faster in WebGL mode), and works well on mobile too

This should be a huge productivity boost for anyone working on tile-based games in Construct 2! The features are also entirely based around the new Tilemap object, so if you aren't designing a tile-based game, you don't have to shoe-horn your free-flowing game in to a tile based engine. This should mean Construct 2 is now great for designing both retro-style tiled games as well as fluid, organic modern style games without a clear grid.

As ever we will keep improving the features we've got across future releases, but we think this should be a solid way to get going with your tile-based retro gaming plans! Download r152 now to try it out - the features are also available in the Free edition.

Now follow us and share this



Nipponshin 5,358 rep

This is gonna help so much, I'm not planning to use it yet but it's good to know it's there for a future project.

Thursday, November 28, 2013 at 7:14:55 PM
Naji 11.6k rep

Nice Work for Scirra there is nothing you do get bad. Keep this amazing work

Thursday, November 28, 2013 at 7:17:30 PM
stachir 3,693 rep

Finally ! Thank you ! :D

Thursday, November 28, 2013 at 7:18:12 PM
LolindirLink 4,902 rep

nice! at first glance, it actually looks better or at least equal to other tile-based editors!
impressive, again.

Thursday, November 28, 2013 at 7:56:49 PM
iceangel 32.8k rep

Thanks Ashley for explanation :)

Thursday, November 28, 2013 at 8:00:28 PM
Punxel 798 rep

Can someone explain me what kind of game would use such tiles ? Just give me example

Thursday, November 28, 2013 at 8:12:17 PM
AnthonyBC 1,419 rep

I would think a top down type game would benefit the most but since I am new to this I'm not completely sure. I was thinking an early Zelda release.

Thursday, November 28, 2013 at 8:14:28 PM
Boony 1,108 rep

Thanks for all the hard work!

Thursday, November 28, 2013 at 8:14:28 PM
Lordshiva1948 42.2k rep

Thank you Ashley nice one

Thursday, November 28, 2013 at 8:36:55 PM
plinkie 51.5k rep


Thursday, November 28, 2013 at 8:45:14 PM
Patriick 5,324 rep

Nice work! :D

Thursday, November 28, 2013 at 9:04:45 PM
Leandrus 5,876 rep

Excellent work!!!

Thursday, November 28, 2013 at 9:14:48 PM
Eisenhans 20.0k rep

Now we need a nice pre-made tile-wise movement behaviour to go with it ;-)

Thursday, November 28, 2013 at 9:20:00 PM
tgm 1,617 rep

Great news, is great!

Thursday, November 28, 2013 at 9:22:18 PM
Valerien 12.9k rep

That neat, we haven't even been waiting that long ;) !

Thursday, November 28, 2013 at 10:41:23 PM

Leave a comment

Everyone is welcome to leave their thoughts! Register a new account or login.