Tileset Generator — Full Autotile Sets from a Few Pieces
A blob autotile set needs 47 tiles, but they are all made of the same few quarters. Give the Generator panel a small source block — an RPG Maker A2 block, a Blobsmith base, a five-tile strip or a single full tile — and it assembles the whole set, with the terrain bits already set.

- 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
- Quarter-exact assembly: every square autotile is four quarters, and each quarter depends only on its three neighbours, so 20 drawn quarters cover all 47 tiles. Quarters are copied, never scaled or blurred.
- Output as a blob-47 set or as the 16 corner tiles of a dual grid, from the same source; an RPG Maker A4 wall block, which connects by its sides only, gives 16 side tiles.
- The new set stays linked: paint on the source block and every generated tile that uses that quarter is rebuilt in one undo step. Hover a quarter to see how many tiles depend on it.
- An optional terrain-B tile adds the transition tiles for grass over dirt or water under sand — one pair of terrains at a time.
- Measured against Blobsmith Lite 1.0.4 on the same bases: 46 of 47 tiles byte-identical on the cave art and 47 of 47 on the RPG Maker A2 floor; the one difference is the isolated tile, which Nerulio builds from four outer-corner quarters.
How to do it
- Drop the sheet that holds your source block (an RPG Maker A2 sheet is recognised by its size).
- Open the Generator panel, choose the source kind and select its block on the sheet.
- Pick blob-47 or dual grid, add a terrain-B tile if you need transitions, and press Generate.
- Paint a test map (M) to see the set tile, touch up the source if a quarter looks wrong, then export for Godot 4 or Tiled (Ctrl+E).
Source kinds and what the Generator makes of them
Pick the kind that matches the block you drew; sizes are in tiles.
| Source kind | Pieces you provide | What you get |
|---|---|---|
| RPG Maker MV/MZ A2 | 2×3 block: a preview tile, a tile of four inner corners, and a 2×2 box for the outer corners, sides and centre | Blob-47 or dual-grid 16 |
| Blobsmith base | 2×3 block like A2, with the inner corners in the top-left tile | Blob-47 or dual-grid 16 |
| RPG Maker A4 wall | 2×2 block that connects by its sides only | 16 side tiles |
| Five-tile strip | 1×5: isolated, full, inner corners, a horizontal strip and a vertical strip | Blob-47 or dual-grid 16 |
| Procedural rim | 1 full tile of the terrain; a one-colour rim is drawn along open sides, with round or square outer corners | Blob-47 or dual-grid 16 |
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.
| Target | Files | Check |
|---|---|---|
| Godot 4 TileSet | PNG · nerulio-tileset.json · nerulio_tileset_import.gd | Verified 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.tmx | Verified 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 Tile | nerulio-ruletile.json · Editor/NerulioRuleTileImporter.cs | Verified 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 level | Partly 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
Does it draw new art for me?
No. It only rearranges the pixels you drew; each generated tile is four quarters copied from your source. The procedural rim kind is the one exception: from one full tile it draws a plain one-colour rim along the open sides.
Will my RPG Maker (MV / MZ) autotiles work in Godot?
Yes, as a generated 47-tile set. On a seamless CC0 A2 floor the pixels alone told nothing (score 0.5), the sheet size named it A2, the set was assembled, and Godot 4.7.2 painted all 485 test cells as predicted.
How is this different from Blobsmith?
Both assemble a 47-tile sheet from a 2×3 base. Blobsmith Lite writes Godot .tres and Tiled .tsx only in its $9.95 version; here the terrain data for Godot 4, Tiled, Unity and LDtk comes with the export. Blobsmith puts the inner corners top-left, RPG Maker puts them top-right — both orders are offered.
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).