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Guide

How to use the tile map editor

This guide explains the basic workflow for building a 2D tilemap in the browser, from loading a spritesheet to exporting a project bundle.

Getting Started

What to do first

The tile map editor works best when you start with a clear tileset and a target map size in mind. You do not need a perfect final art set to begin. A rough prototype spritesheet is enough to test layout, scale, and navigation flow.

Step 1

Import the tileset

Step 2

Set up the map

Columns and rows

Define the size of the map grid based on the room, level segment, or prototype space you want to build.

Background and grid

Adjust the background and grid colors to make tile boundaries readable while you paint.

Layouts

Use multiple layouts to separate ground, walls, props, collision, and decorative elements.

Step 3

Paint and edit efficiently

Select tiles from the palette, then use the brush or rectangle tool to paint the map. Undo and redo let you test ideas quickly. Grid toggle, zoom, and pan are useful when checking small seams or repeating patterns. A practical workflow is to block the floor first, add walls second, and place props or collision markers last.

Step 4

Export the right format

FAQ

Tile map editor questions

Do I need multiple layers for a small prototype?

Not always, but even two or three layers can keep the map easier to edit as the layout becomes more complex.

What if the palette slices the tiles incorrectly?

Recheck spacing, margin, and the source spritesheet dimensions. One small offset can shift the whole slice grid.

Should I export often?

Yes. Saving Project JSON regularly is a good habit while prototyping or trying new layout ideas.

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