About Tileset Maker

Generate a complete 2D platformer tileset from a 5-color palette. Auto-bevel edges, corners, and inner-corners. Material presets (grass, dirt, stone, sand, ice, lava). Paint over any tile. Export as a sprite sheet PNG. Free, no sign-up.

How to use

  1. Pick a material preset from the chips at the top of the left panel — grass, dirt, stone, sand, ice, or lava. Each preset ships a curated 5-color palette (outline, highlight, light fill, mid fill, shadow) tuned for that material's natural look.
  2. Inspect the 5-by-5 grid in the central panel — 25 tiles covering every adjacency case: 4 corners, 4 outer edges (top/bottom/left/right), 4 center variants, 4 inner corners, plus 5 vertical/horizontal/solo caps for thin strips and pillars.
  3. Customize the palette by clicking any of the 5 color swatches in the left panel. The procedural renderer regenerates every tile in real time as you change colors — switch a palette and the whole 25-tile sheet recolors atomically.
  4. Paint over individual tiles in the override panel when the procedural output isn't quite right. Each tile keeps its edge mask intact so your custom paint still bevels correctly when surrounded by neighbors in a tilemap.
  5. Use the surface style toggle (smooth, rough, cracked) to add texture detail to fills. Smooth suits ice and marble, rough fits dirt and sand, cracked is ideal for stone and lava. The style applies uniformly across all 25 tiles for consistency.
  6. Click Export Sprite Sheet to download the entire 5-by-5 tileset as one PNG atlas. Tiles sit at known offsets so Tiled, Godot's TileSet, GameMaker's tilesets, Unity's Tile Palette, and Phaser's tilemap loaders all consume the export natively.
  7. Click Save to My Assets to push the tileset into your 3D Assets dashboard. Generate variants for grass, dirt, stone, and special hazards, group them into a Collection per game project, and you have a full terrain library ready for level design.

Examples

Build a complete platformer terrain library
Generate grass, dirt, stone, ice, sand, and lava tilesets — each 5-by-5 atlas. Save them all to a Collection called 'World 1 Terrain'. Drop into your Phaser or Godot project, hook up auto-tile rules, and your level designer can paint a complete level by clicking on regions instead of placing every tile manually.
Generate factional terrain for a 4X game
Build a stone tileset for one civilization and a wood tileset for another by swapping the material preset and adjusting the palette. The same tile layout reads as two distinct cultures. Export both and your strategy game has visually distinct territories without commissioning an artist.

Frequently asked questions

What's the format for engine import?
The export is a single PNG sprite sheet, 5 tiles wide by 5 tiles tall, with each tile at the chosen tile size (default 32-by-32 pixels). Engines that consume tile atlases — Tiled, Godot TileSet, Unity Tile Palette, GameMaker, Phaser, RPG Maker MV/MZ — all import a sheet of this format. Slice on the 32-pixel boundary and assign each cell to the matching adjacency case in your tilemap editor.
Does this support auto-tiling?
Yes — the 5-by-5 layout follows standard auto-tile conventions used by Tiled (Wang tiles), Godot's TileSet auto-tiling, Unity's Rule Tile, and Phaser's tilemap layers. Once imported, the engine picks the correct tile based on neighbor adjacency automatically. You paint a region of terrain in your level editor and the engine selects corner, edge, or center tiles per cell without manual placement.
Can I use these tiles in commercial games?
Yes. Tilesets you build with Tileset Maker are yours to ship in commercial games, free games, or anywhere else — Steam, itch.io, mobile stores, console eShops, all fine. The art is procedurally generated from your palette and parameters; no third-party assets are embedded that would carry a licensing string into your finished product. Crediting ToolFluency is appreciated but never required.
How do I customize beyond the material presets?
Two routes. First, edit the palette directly — click any of the 5 swatches and pick a custom color. The full 25-tile sheet regenerates instantly with your new colors while keeping the edge bevel and corner geometry intact. Second, paint over individual tiles in the override panel for hand-tuned details that procedural rendering can't reach (a flag on the tower top, a special crystal in one floor tile).
Does this pair with 2D Game Maker?
Yes. 2D Game Maker is the downstream consumer — generate a tileset here, save the PNG, then load it into 2D Game Maker as a custom material to paint a level using your custom art instead of the bundled Kenney terrain. The 5-by-5 layout matches what 2D Game Maker expects, so the auto-tile logic transfers without configuration. This is the canonical creative tools pipeline: Tileset Maker → 2D Game Maker → exported level JSON.
What tile size does it export at?
Default 32-by-32 pixels per tile, producing a 160-by-160 pixel atlas. This matches the classic 16-bit and 32-bit tile pitch used in retro RPGs and platformers. Some engines (RPG Maker MV) prefer 48-by-48, others (Game Boy clones) prefer 8-by-8 or 16-by-16. The procedural renderer regenerates cleanly at any size, so adjust the export resolution to match your project's tile pitch before downloading.

Part of ToolFluency’s library of free online tools for Creative. No account needed, no data leaves your device.