Looking for great levels

Hi there, I have a pair of games forked that uses the tmx format and tiled can be used to create levels for them.

As I’m expanding the game with new features it would be great to add more levels if someone has the skill and creativity to create them.

Please read this: The project are open source and there’s no way I can compensate for the work, if I think any level is worth sharing I will of course credit you.

Feel free to download the games from:

The links above are forks of the original games aimed at phones and with a bunch of new features, but the levels created for any of the game would also work with the original games (although if you prefer the original graphics you can also select them from the options menu).

Thanks for reading and feel free to send me your creations!

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I’m adding a third game I forked which can use tiled to create levels, here is a screenshot:

Feel free to download the game from: glitchapp/thrust-ii-reloaded: A fork of thrust II reloaded by pgimeno (https://notabug.org/pgimeno/Thrust-II-reloaded) - Codeberg.org

The link to the third game I’ve added above has changed and the game can be found here: https://codeberg.org/glitchapp/inertia-blast-ii

Just in case anyone is interested, I started an attempt at implementing the levels of thrust 1 in the game engine, which can be tested from the game modes (enabling developer mode).

The tmx of the level on the screenshot above can be found here: https://codeberg.org/glitchapp/inertia-blast-ii/src/branch/main/inertiaii/tilesets/ThrustI.tmx

"I’ve recently updated my showcase site with a carefully curated selection of games, now featuring enhanced filters to help you discover new titles.
You can find it here:
https://glitchapp.codeberg.page/

Among the filtered options is a “level editor” category, where you’ll find six games that support this feature. Notably, three of these titles use Tiled as their level editor, which I’ve listed in a thread above.

Feel free to download and test any of these games, and if you enjoy them, don’t hesitate to create levels using Tiled or the built-in level editors."

Hi again! I’m looking for help creating levels for the latest game I’ve been working on, Spinny the Runner. The game includes a built-in level editor, but unfortunately, it’s not compatible with Tiled.

That said, the functions responsible for loading and saving maps — as well as the map format itself — are simple enough that adding Tiled compatibility should definitely be possible! While the built-in editor offers some unique features (like drawing entity sizes and previewing/playing levels in real-time), Tiled’s simplicity and flexibility might attract more contributors and make level design more accessible.

Recently, the game has grown quite a bit! It now features a story mode and a range of new RPG-style elements, including:

  • Shops where players can trade items
  • NPCs to interact with
  • A full dialogue system
  • An inventory system
  • Switches, keys, doors, and much more!

These new mechanics open up lots of creative possibilities for level design.

For reference, here are the current map loading and saving functions:
:link: Making sure you're not a bot!

It’s also technically possible to have Tiled export directly to the game’s map format — though given that this is a niche engine with only one game and a demo, it might not be worth the effort. Still, the option is there for anyone interested.

I’ll include a screenshot of a couple of levels to give you an idea of how they look.
If you’re interested in contributing — whether by designing levels or helping develop a Tiled-compatible importer/exporter — feel free to reach out or share your work!


One of the main challenges to overcome is that the built-in editor works primarily with textured vectors. This means there are no limits to the precision and size you can assign to each entity. While this offers great versatility, it also makes level creation unnecessarily complex.

In contrast, using Tiled, where each element is represented as a tile with consistent proportions, would simplify the level design process significantly. It would also enhance symmetry and consistency across levels.

The screenshots below show the map loaded in Tiled. As you can see, the cells don’t align properly. However, creating a tileset with each entity and importing it into Tiled should not be too hard and is definitely possible.

test.tsx (469 Bytes)

In summary and to make this post useful, what needs to be done:

  • Importer (or exporter from tile) to the map format of boxclip engine
  • Create a tileset with proportional cells based on the textures of the game
    Once the importer is done there are also performance considerations that needs to be considered, however that would be refinements that could be posponed:
    If cells are too small and the importer or exporter creates an entity for each cell, there could be performance problems on mobile platforms due to the restricted resources of the arm platforms. Cells belonging to the same kind fo texture should be exported as single entities to avoid creating too much entitties that could eventually be too much for the cpu of mobile phones.

I’d like to introduce you to another side project I’ve been working on called “Tux New Adventures”. Built using the BoxClip engine, the same engine that powers the above game called “Spinny the Runner”, this project demonstrates the versatility and power of the BoxClip engine.

What’s interesting about this project is that all assets used in Tux New Adventures are taken directly from the classic game “Super Tux” https://www.supertux.org/ (see credits on the repository). This includes the music, graphics, and other elements that fans of the original game will recognize. By reusing these assets in a new context, we can breathe new life into a beloved aspect of the open-source Super Tux game while also showcasing the capabilities of the BoxClip engine.

Unfortunately, with multiple projects vying for my attention, Tux New Adventures has become a showcase for the capabilities of the BoxClip engine rather than a fully fleshed-out game. Despite the limited resources and time devoted to it, the game will still benefit from the features and entities developed for Spinny the Runner, including RPG elements and more.

I mention this project on this forum because if a tiled importer/exporter is created, it would enable users to design levels for Tux New Adventures as well. This could open up new creative possibilities and expand the game’s community-driven development potential.

If anyone finds Tux New Adventures interesting or wants to adopt and build upon this project, feel free to fork it and let me know! I’m always excited to see others take an interest in my projects and contribute their own ideas and expertise.

Started creating a tileset for tiled, it will take time to complete, in case anyone wants to help here there are most of the tiles used: Making sure you're not a bot!
spinny.tmx (1.5 KB)


tilemap.tsx (232 Bytes)