Tile set
A node of the Asset graph.
An autotile set of a terrain, tiles that join, drawn with a Style like the sprites: wire a tile file from it for each engine.
Takes: name (text), path (text), terrain (text), layout (text), view (text), size (number), style (text), palette (text), model (text), top (text), side (text), low (text), frames (number), variants (number), seed (number), columns (number), check (number), pieces (text) · Gives: file
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
Calledname | What this output is called. | text | tiles |
Save topath | Where the tile set's PNG goes; its tile files go beside it. | text | out/tiles.png |
| Terrain | What the tiles are made of: one terrain raised over another. | Grass-dirt, Sand-water, Stone-grass, Snow-stone, Rock-lava, Cliff, Road, Dungeon, Fence | grass-dirt |
Autotilelayout | Which tiles the set has: 47 matching corners and sides, 16 corners, or 16 sides. | The terrain's own, Corner16: corners, dual grid, Blob47: corners and sides, Edge16: sides, roads | own |
Seenview | Where the tiles are seen from. | Top-down, Three-quarter, Isometric, Side | top-down |
Tile sizesize | How wide a tile is, in pixels: a multiple of 4. RPG Maker wants 48. | 8 to 128 | 16 |
| Style | Drawn with which Style, so the tiles look like the sprites. | text | — |
| Palette | Every colour taken to this palette: a built-in one's name or a file (empty: the Style's). | text | — |
| Model | A model of your own whose parts colour the terrain (empty: the terrain's colours). | text | — |
Top parttop | The model's part whose colour the raised terrain's top takes. | text | — |
Side partside | The model's part whose colour the raised terrain's sides take. | text | — |
Low partlow | The model's part whose colour the lower terrain takes. | text | — |
| Frames | How long an animated terrain's loop is: water and lava move. | 1 to 16 | 1 |
| Variants | Versions of the plain tiles with their detail placed otherwise, for engines to pick at random. | 0 to 8 | 0 |
| Seed | Where the detail falls: another number, other places. | 0 to 4294967295 | 1 |
Tiles a rowcolumns | How many tiles a row of the sheet has (0: 8 for a blob set, else 4). | 0 to 64 | 0 |
Seam check mapscheck | How many random maps are drawn to prove the seams match (0: none). | 0 to 16 | 3 |
| Pieces | A PNG of five hand-drawn pieces to build a blob set from, instead of the terrain. | text | — |
Every setting is also an input: wire a value into it to change it per frame or per file. On the command line: pxr graph set game.pixor --which asset --node tile-set --set KEY=VALUE.
What it wires to
Its name input takes a text, which these give: Words.
What it gives, a file, goes into: APNG per clip, Aseprite file, Depth map, Dual-grid sheet, Emission map, File, GameMaker autotiles, GIF per clip, Godot SpriteFrames, Godot TileSet, JSON, LDtk project, and 18 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Asset graph in the manual.
In the same group
Sprites · Image file · Merge · Layer · Frame range · Hold · Flip · Tag · Arrange · Place · Stack · Overlay · Sheet · File · JSON · Aseprite file · Godot SpriteFrames · Normal map · Depth map · Emission map · Line and flat layers · Palette · GIF per clip · APNG per clip · Video per clip · Light kit · PICO-8 cart · Report · Shadow layer · Palette variants · Paper-doll layers · Parallax layers · Text file · ZIP archive · Icons · Animation file · Tile set JSON · Godot TileSet · Tiled tileset · Dual-grid sheet · GameMaker autotiles · RPG Maker autotiles · Unity RuleTile · LDtk project · Tile palette variants · Map preview · Number value · On/Off · Angle · Words · Add values · Subtract values · Multiply values · Divide values · Smaller value · Larger value · Is above · Opposite · Both on · Either on · Pick a value