A Ambersprite
ENTRDEFRESITPTRUJA

Tilemap layers

A tilemap layer is painted with tiles from a tileset instead of loose pixels. Change a tile in the set and every place it appears updates — the way game maps are built.

A tilemap layer being painted
A tilemap layer being painted

Create a tilemap#

From existing art (recommended):

  1. Draw your tile art on a normal layer — a grid of 16 × 16 (or 8 / 32) cells.
  2. Open the layer properties and tap To tilemap.
  3. Ambersprite slices the layer into a tileset and turns the layer into a tilemap.

From scratch: Layer ▸ Tilemap creates an empty tilemap layer and tileset.

Painting tiles#

With a tilemap layer active, the context bar shows Stamp tiles / Edit tile art:

  • **Stamp tiles*— pick a tile from the **Tiles*panel and stamp it on the canvas with the pencil. The bucket floods with the selected tile.
  • **Edit tile art*— draw directly into the tile under the cursor; the change propagates to every instance.

Grid types#

Set the tile grid from the tool rail or the Tileset editor:

GridGuideUse
RectangularGRID PXTop-down and platformer maps.
IsometricGRID ISO2.5D diamond maps.
HexagonalGRID HEXHex strategy / board maps.

Wrap and seam#

  • **Tile X / Tile Y*— wrap the tilemap so the last column/row connects to the first. Great for repeating backgrounds.
  • **Snap to Tiles*— the pencil and shapes snap to tile boundaries.
  • **Seam*— show the tile seams while you edit so you can keep edges consistent.

Tile properties#

Open the Tileset editor to set a tile's name, tags, collision shape, role, animation frames, and custom key/value properties. These are written into the Tiled (TMX/TSX) export.

Auto-tiling and terrain are on their own page — Auto-tiling & terrain.