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GameMaker Autotile to Godot, Tiled and Unity — 47 Tiles

GameMaker Studio 2's 47-tile autotile template gives every wall, edge and corner case a fixed slot, and nothing else reads that order. Drop a sheet in that layout: the Tile workspace recognises it from the seams between the tiles, sets every terrain bit in one step, and exports a Godot 4 TileSet with terrain peering bits, a Tiled Wang set, Unity Rule Tiles or LDtk rules. There is no export back to GameMaker, and GameMaker itself was not run in any check (UNVERIFIED there).

Drop a tileset or autotile sheet (PNG)
Runs in your browser. Files are not uploaded.
Studio Tile workspace: a 47-tile sheet recognised as the GameMaker layout, with its terrain bits and a complete check
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Godot 4 TileSetVerified· Godot 4.7.2
  • TiledVerified· Tiled 1.12.2
  • Unity 6 Rule TileVerified· Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3
  • LDtkPartly verified· LDtk 1.5.3 schema + loader

What it does

  • The layout is found from how tile edges continue into each other: the GameMaker 47 template scored high confidence (AUC 1.000, bits 47/47), and real 64 px cave platformer art in that layout scored medium (0.964) with all 47 tiles' bits right.
  • Grid candidates are measured from the pixels, and a size where the 47 layout fits exactly is ranked; the top one is a dashed preview until Use this grid.
  • Check panel: combinations present against expected, missing ones drawn as ghost tiles, duplicates, and art that disagrees with its bits.
  • Test map (M) painted with the Godot rule (a port of set_cells_terrain_connect) or the Tiled rule; Godot 4.7.2 painted 485 of 485 test cells as predicted on these sets.
  • Only GameMaker's 47-tile layout is recognised; its 16-tile layout is not among the 12 published layouts the Studio knows.

How to do it

  1. Open the Tile workspace and drop the GameMaker autotile sheet.
  2. Look at the grid candidates and press Use this grid.
  3. Accept the recognised GameMaker 47 layout and press Apply (one undo step).
  4. Read the Check panel, then paint a test map (M) with the Godot or Tiled rule.
  5. Export for Godot 4, Tiled, Unity or LDtk.

Where a GameMaker 47-tile sheet can go

TargetFilesHow it was checked
Godot 4PNG, nerulio-tileset.json and nerulio_tileset_import.gd, which builds the TileSet with peering bitsVerified: Godot 4.7.2 painted 485/485 test cells as predicted
Tiled.tsx with a Wang set and a sample.tmxVerified: loaded in Tiled 1.12.2 (its terrain brush was not driven)
Unity 6 Rule TileJSON and Editor/NerulioRuleTileImporter.cs, one RuleTile per terrainVerified with 2D Tilemap Extras 8.0.3: 485/485 cells on blob sets
LDtk 1.5.3.ldtk with an IntGrid, one 3×3 rule per tile and a sample levelPartly verified: schema, official loader and rules re-run; not opened in the LDtk app
GenericPNG and JSONplain files
GameMakerno exportUNVERIFIED: GameMaker was never run

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4 TileSetPNG · nerulio-tileset.json · nerulio_tileset_import.gdVerified Godot 4.7.2The included import script builds the TileSet with terrain peering bits; a map painted with set_cells_terrain_connect equals the Studio preview in every cell on 9 corpus sheets.
Tiled.tsx Wang set · sample.tmxVerified Tiled 1.12.2Tiled's own readers load every Wang ID as written and the sample map renders pixel-exact. The terrain brush itself was not driven.
Unity 6 Rule Tilenerulio-ruletile.json · Editor/NerulioRuleTileImporter.csVerified Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3Blob and side sets: a painted Tilemap shows the predicted sprite in every cell. Corner / dual-grid sets are not exported to Unity.
LDtk.ldtk (1.5.3) · rules · sample levelPartly verified LDtk 1.5.3 schema + loaderAccepted by the LDtk JSON schema and its official loader, and the rules re-run to the exported tiles; not opened in the LDtk app.

Evidence

Layouts identified from the pixels alone on the tile corpus: 4 blob-47 templates and 2 Wang templates with high confidence, a real 64 px cave tileset with medium confidence — every tile's bits right. Godot 4.7.2 painted every test cell exactly as the Studio predicted (485/485 per blob set, 251/251 on a 4-terrain dual-grid pack); Tiled 1.12.2 read every Wang ID back; Unity 6000.5 matched on every painted cell of the blob and side sets.

Limits

  • Tiled's terrain brush, the LDtk app and Godot's editor painter were not driven; the checks use the engines' readers and set_cells_terrain_connect.
  • Unity gets blob and side sets only; several terrains become several Rule Tiles with no transitions between them.
  • Isometric and hex tiles, animated tiles, occlusion and navigation layers are out of scope.
  • Suggesting bits without a known layout needs a reference "full" tile; on side-only path templates the guess can fail until you select it.

Questions

My GameMaker autotile uses the 16-tile template. Will it work?

Not as a GameMaker layout: only the 47-tile one is recognised. A 16-tile sheet may still match another published layout such as edge16 or corner16; the Studio names what it finds with a confidence, and you can always paint the bits by hand.

Does my art have to look like the template?

No. The layout is identified from how edges continue across tiles, not by comparing with the template picture: textured cave art scored 0.964 (medium) and every bit came out right.

Can I take the result back into GameMaker?

There is no GameMaker tileset export, and nothing was checked inside GameMaker. The exports target Godot 4, Tiled, Unity and LDtk, plus a generic PNG and JSON.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).