Any Tools for Viewing Clickteam engine's Maps in Tiled?

Started by Cyartog959, December 06, 2025, 09:08:41 PM

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Cyartog959

I'm having this question in my mind, how can anyone see any game's maps made through Clickteam Fusion and prior versions with what tools to use?

I have no idea about their sizes, even the more recognizable games, like Freedom Planet, Aggleos, and Spark the Electric Jester. They're still yet to be documented.

Anyone with prior experience with them, any answers? I'm asking.

Cyartog959

Well, given that so far, nobody's gathered information, maybe I may partake, after finding some information, and perhaps educate those that may want to do some map ripping from these games.

I think the tools for ripping Clickteam Fusion game maps requires CTFAK(Clickteam Files Active Kernel) 2.0 to unpack the game's files and access the mfa or mfa_level files, that's where the maps are formatted to.

For extraction, CTF's "Clone Object" is needed to identify the object behaviors or special tools in order to extract backgrounds/backdrops and active objects. Some may use specialized Level Viewers to capture the maps' layouts in their entirety.

May take effort, but the whole process is worth it.

After finding the level's tilesets, its necessary to capture them and export them into PNGs, then capture the layout's backdrop/active object positions into CSV, JSON, however, raw data conversion to Tiled's .tmx format is a must for that.

To make a tileset for easier and more extreme flexibility, use an image editor that does the job, such as GIMP, paint.net, or whichever, to create the "Master Tileset" from the level's own extracted CTF tiles, then load into Tiled.

Once done, anyone familiar with Tiled may know what to use; create new map, set tile size to match the originals', 16x16, 32x32, so on, then place extracted tiles into Tiled to recreate the layouts, and of course, use the Object Layer to place all the essentials; items, such as power-ups, shields, enemy spawn points, and hazard objects, and converting the CTF active object properties into Tiled custom properties.

For more complex stages, however, its important to write a custom parser(likely using Python as a requirement, for instance, or very similar, maybe C++) to read the CTF map data and export it directly to to the .tmx format, allowing to parse tile grids.

To convert them all for easier import into another game engine with greater flexibility, such as Hatch Game Engine, that's a whole different story, but saving them and refining collision shapes and data is very important, just as it is for these steps I've talked about.

That, and converting the maps into Hatch's Scene stage structure to ensure they're 100% compatible for importing, such as Stage 1, Act 1, Scene 1, then to Scene 2, Act 2, Scene 1, and so on, for games that have large, multi-map stages, like many of Freedom Planet's stage's Acts that does the exact thing, for instance.

Hope I covered a lot for this.