Pokengine Wiki

Mapbuilder is Pokengine’s tool to code your region. Once you have a region approved, you will gain access to mapbuilder.

The maps you make in Tilefuser are purely visual - think of them as just images. In order to bring your map to life, including walls and NPCs, you need to use Mapbuilder.

NOTE: This page is a work in progress. To view the full guide, click on the link below:


Mapbuilder Basics[]

Mapbuilder is a tile-based interface for adding code. You place objects on top of your tilemap, which contain code that runs in-game. Mapbuilder uses the code language Jcoad.

Some public, default objects already contain code in them: for example, the red objects seen below are wall blocks, which contain code to make the tile impassible.

Other default objects, such as the NPC objects, contain no code - you must write your own code for NPCs to exist there.


If you are just starting with Mapbuilder, check out the Step-by-Step Mapbuilder Guide.

Map Settings[]

There are a lot of settings available for each map. I’ll walk through the ones that I think could use clarification.

Clone button: Click this to clone the entire map. Useful when making interiors!



If you want to use a sprite for any purpose, you’ll have to upload it using the Sprites tab. Click the “create new” button to upload a new sprite, and it will prompt you to select a file. Make sure the file is named what you want the sprite to be named. Right click on a sprite in the list to delete.



Scenes are battle background images. Upload a new scene using the “create new” button. There are also a few simple options available when you double-click on a scene in the list. You can upload a night version of the scene, name your scene, and set it to private. Private scenes do not appear in the scene options list on trainer battles, etc. for anyone except yourself.

NOTE: If your scene won’t upload, it may be too large. Try reducing the number of colors in the image.


Encounter lists are specific to each map. Load the map you want to give encounters, then go to the Encounters tab and click the “create new” button to start a new list.


Adding new encounters[]

Click the “Add new time” button to begin your encounter list. This creates a new list with an oddly specific time. You’ll probably want to delete this and enter different times. It also accepts text. If you want encounters to vary by time, you’ll need a few time sets.

NOTE: Your encounter chances don’t have to total to 100 (the engine will handle recalculating them from the sum) but it’s a lot easier if they do.



Your list of trainers is universal across all maps, unlike your encounters. Only you can see trainers you created. Be sure to use folders to help organize yourself!



Region Settings[]

This tab is where you edit your whole region’s settings. Here you can set a variety of region-wide settings such as what item balls look like, what the bike skin looks like, etc. You can also enter “editors” who will have access to anything flagged as belonging to your region (such as the maps and trainers). Use this to add trusted teammates.

NOTE: Always click save before navigating away from this tab in Mapbuilder!

Intro Map: This is the map players spawn on after they select your region in the travel screen. DO NOT ENTER A MAP UNTIL YOU ARE READY FOR PEOPLE TO VISIT! Once this and Flavor are filled in, the region will be selectable in the region select menu.

I use a hidden map called “travel hub” which then reads the player’s variables and then either sends them to the game intro if they’ve never visited before, or gives them additional travel options. I suggest using a map like this so players don’t go into your game’s intro cutscene every time they travel to your region!


Add new badges and upload their sprites. Upload the sprites directly here, rather than through the Sprites tab. Click Done and then Save in order to save progress!


Town Map[]

The “town map” or full-region image (in the original games, it was an item called Townmap!). Upload your regional map using the Upload Map button. You’ll also need the player indicator (displays at the player’s current location) and the selector (displays when hovering over a location or using arrow keys to navigate the map). They can be any size, just make sure they match your map’s style. Click Done and then Save in order to save progress!