Guide to Rabi-Ribi Map Editing
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Rabi-Ribi Map Editor

Brought to you by the Rabi-Ribi Speedrunning Community.

      Rabi-Ribi Speedrunning Discord

How to edit rabi ribi maps:

Downloads

Download the following:

  1. The Rabi-Ribi Map Converter
  2. These Tileset files
  3. The Tiled map editor

mapedit

How to use

In the rabiribi map converter directory, there are three folders:

  1. s1_original_maps
  2. s2_editable_maps
  3. s3_final_maps

Place the original Rabi-Ribi maps in s1_original_maps. These maps will never be modified by the converter.

  • Double-clicking original-to-editable.bat will take all the maps in s1_original_maps, convert them to .json file format maps, and place them in s2_editable_maps.

  • You can open the .json file format maps in the tiled map editor, as long as the tileset files are also placed in the same directory as the .json files.

  • Double-clicking editable_to_final.bat will take all the maps in s2_editable_maps, convert them back to rabi ribi maps, and place them in s3_final_maps.

  • You can copy these s3_final_maps back into Rabi-Ribi to try them out. (maps are placed in the Rabi-Ribi\data\area folder in your steam directory)

Important Notes when working with the Map Editor

Please read all of the following points carefully before getting started. Tiled is a pretty flexible map editor, and can do a lot of things not accepted by the Rabi-Ribi game. Using the editor in the wrong way can cause either the converter to crash, or the map files to not work as expected.

  1. If you are deleting tiles, don't use the blank tiles in the tileset. actually erase them properly with the erase tool (E)

  2. Don't ever put collision tiles in the tile layers (layer0 to layer6) or graphical tiles in the collision layer. I have no idea what happens if you do, and it probably won't be good.

  3. To create events and items, use the "rectangle" tool to create a 1-tile box where the event should be, and name the tile with the eventid. (the name can be set on the properties panel on the left). If done correctly, the event id should show up above the tile

  4. Do not name an event or tileid something that is not a number. it will cause the converter to crash

  5. Please turn on view -> snapping -> Snap to Grid (otherwise the events/items can be placed in floating positions, which will be awkward and doesn't actually convert properly)

  6. Minimap data layers (roomcolor, roomtype, roombg) are hidden by default. click the eye icon next to the layers to toggle on their visibility. they work similar to events/items. set their names to other integers to change their values.

  7. Do not delete/move/insert any objects in the minimap data layers. Only change their names.

  8. You can re-order the layers in the editor for viewing convenience, they will not affect anything. but do not rename the layers.(edited)

  9. Don't mess with map settings like map size etc

  10. Press X to flip a tile by the x-axis, Y to flip by the y-axis. Do not rotate tiles. Do not flip collision tiles.

Understanding Events, Item Ids, Minimap tiles

When you first open up the map editor, you might notice a lot of numbers.

mapeditor

These numbers belong to Object layers. There are five object layers.

  • events: Event Triggers. Most of the things that "happen" in game come from event tiles.

    Events include, but is not limited to:

    • Cutscene Start Triggers
    • Boss Triggers
    • Music Triggers
    • Enemies, and other entities like springs, computers etc.
    • Easter Eggs
    • Save points, heal points, warp stones
    • Bomb blocks, Hammer blocks, ribbon blocks
    • Map transitions
    • Environmental lighting effects
    • etc etc etc...
  • items: Item ids. Only items exist in this layer.

  • roombg: The background for each room

  • roomcolor: The color of the minimap tile for the room

  • roomtype: Determines if the room is a single room, or a vertical/horizontal/large room, for camera scrolling.

More detailed information on these layers can be found in the Detailed Documentation.

Modifying Character Dialogue and Cutscenes

The 1.8e beta version of Rabi-Ribi includes the ability to modify cutscenes and character dialogue for custom maps. By default, the game makes use of the files in Rabi-Ribi\localize for its cutscenes. If you create the files story_emot.rbrb and story_text.rbrb and place them in your custom map folder (Rabi-Ribi\custom\<your map name>\) together with your map, these ifles will be used for dialogue/cutscenes instead.

More information on the contents of these files can be found in the Detailed Documentation.

Custom Tilesets

The 1.8e beta version of Rabi-Ribi includes the ability to replace the current tileset with a custom tileset. If tile1_a.png is placed in the Rabi-Ribi\custom\<your map name>\ folder, the game will use that instead of the default tileset.

Debug Mode

The 1.8e beta version of Rabi-Ribi contains a Debug mode, which displays all event triggers in-game. To turn this on, add -debugshowevents to the launch options.

Frequently Asked Questions

Q: When I load a map in Tiled, I can't see any tiles at all! All I see are a bunch of numbers.

A: This happens when you don't put the tileset files in the same directory as the .json file. If your .json file is in s2_editable_maps, you should place the tileset files in s2_editable_maps as well.

Q: I get a conversion error when I try to convert my .json map back into a .map file. What happened?

A: A conversion error happens when you do something in Tiled that is not valid in Rabi-Ribi. I suggest reading the Important Notes when working with the Map Editor to find out what you should and should not do in Tiled.

Other Stuff

Demo

Random Map Editor Images!

Custom Maps

We have a custom maps portal for user-created Rabi-Ribi maps.

Custom Maps Portal

Contact

For any queries, look for me (wcko87) on either Twitter, YouTube, Twitch or in the Rabi-Ribi Speedrunning Discord.