The sample includes original MIT-licensed tiles, sprites and two scenes. A private editable copy stays in your project folder and works offline.
Close the guide to edit. Reopen it from the header to continue. Next only moves through instructions; it does not perform or verify an edit. Guide position is stored in this browser.
Scene
Project
Transform selection
Create a scene to start building, or choose a saved scene and open it.
Drafts may belong to another open tab. Restoring opens unsaved edits; the saved scene stays unchanged until you save.
Checks the current canvas against 8 background/window slots and 8 sprite slots. Includes hidden layers and all frames of animations linked to placed artwork.
Reserve slots for UI/window content, effects and dynamic actors. Leave blank if unknown; enter zero only when no additional slots are needed. Unknown reservations cannot pass preflight.
GBC palette checks are off.
Assumes static residency without palette streaming. Preview playback does not affect counts. A pass covers this palette budget; the game build must verify its remaining requirements. Generic Tiled export stays available.
Download a ZIP containing maps, tilesets and images with portable relative paths.
Export creates a snapshot. Project files and editor undo history stay unchanged.
Shared tileset metadata affects every instance of this tile. Atlas artwork stays unchanged. Save or undo changes before choosing another cell.
Solid without custom shapes uses the full tile. Custom shapes define their own footprint.
Shape coordinates use whole pixels from the tile's top-left. Polygon points are x,y pairs separated by spaces. Keep shapes inside the tile, including its edges.
Drag scenes to arrange your world, or select one and set its coordinates. Connections describe authoring intent; they do not run game transitions.
Endpoint checks include current unsaved scene edits and hidden layers. Save scene edits separately to retain new or changed endpoints.
Each endpoint should use a valid object definition. Two-way connections allow travel in both directions between these same objects.
Define reusable objects with typed fields and shared defaults. Saving updates inherited values and preserves overrides. Definition changes are saved immediately, outside scene undo. Shape and artwork changes apply to new placements.
Choose a type for each value. Property names must be unique. Changing a type resets its draft value.
Plan with labeled geometry and markers. Artwork can be added later on its own layer.
Pixels must divide evenly by the grid. Each axis supports up to 256 cells; the camera must fit inside the scene. These are configurable planning values, not a runtime camera controller.
A read-only snapshot of visible plan layers, including unsaved edits. Artwork is reviewed alongside the plan on the main canvas; these SVGs show planning geometry only. This is not a jump, climbing or physics simulation.
Choose the canvas dimensions. Imported sprites keep their own native size.
Width and height are in cells. Sprites can be placed at any pixel.
Choose the folder containing your atlas manifest and PNG. Its artwork is copied into this project.
The selected manifest’s declared PNG is included automatically. Source files stay unchanged.
Matches the atlas ID and preserves placements. Removed or resized regions stop the update.
This scene has unsaved changes. Save them before switching projects.
Save this scene before continuing to keep your current edits.
Green outline: new scene. Red: discarded area.
All layers, including hidden layers, move together. Rectangles crossing an edge are clipped; points and sprites outside by their anchor are removed. Sprite artwork retains its native size. Undo restores the entire edit. Save commits it to disk.
This scene has unsaved changes. Deleting it also discards those edits.
This removes the scene from this project. Shared atlases and other scenes stay available. This action cannot be undone in the editor.
Removes the atlas’s imported files from this project. Its original source files stay unchanged. Atlases used by saved scenes cannot be deleted.
Undo/redo history that uses this atlas will be cleared. Your current scene edits will be kept.