The slow part of a 2D map is the dozens of joining tiles — every way each terrain can meet another has to be drawn. Here the AI paints only one terrain sheet, a single texture per terrain; your browser cuts it into seamless tiles and composes the 47-tile autotiles, and the model then repaints the boundary of every pair of neighbouring terrains in the same style. You paint the map in the built-in editor and export files that Tiled, Godot and RPG Maker can use.
1Pick a starting point
Upload a scene from your game (the analysis is free): it detects the terrains, the view and the art style, uses the image as a style reference and rebuilds its layout as the map. Or pick a ready-made template.
2Generate the tileset
One call paints every terrain's texture, cut into seamless base tiles; then the model repaints the boundary between each pair of neighbouring terrains — grass blades over soil, the outline of sand, foam along water.
3Paint the map
Choose a terrain and paint; the joining tiles fit themselves. Add raised cliffs, random variants of each terrain, and objects such as trees and houses.
4Export
One ZIP: the Tiled map and tileset, a Godot 4 tileset, RPG Maker A2 tiles and an autotile PNG per terrain. Come back from your history to keep editing at any time.
| Input | A scene image, a template, or your own list of terrains |
|---|---|
| Output | ZIP: Tiled map (.tmj/.tsj) + tileset PNG + object layer, Godot 4 .tres, RPG Maker A2, a 47-tile autotile PNG per terrain |
| Runs | Textures and boundaries are painted by an image model on our servers; cutting, autotiling, map editing and export happen in your browser |
| Credit cost | 1–2 credits for the sheet (2 for pixel art) and 1 per pair of neighbouring terrains for AI edges — a four-terrain pixel-art set is 5 credits; painting and exporting are free |
| Controls | View (top-down / side / isometric), art style (pixel / painted / cartoon / realistic / custom), 16–64 px tiles, up to 9 terrains, 1–3 variants each, raised terrains, edge style |
| Best for | Map prototypes and finished tiles for top-down RPGs, side-scrolling platformers and isometric scenes |
AI-painted boundaries are used between flat terrains in the top-down view only; side-view, isometric and cliff edges are procedural, and so is the RPG Maker A2 export (its quarter-tile composition needs fixed shapes). The image model does not paint strictly grid-aligned pixel art, so 16 and 32 px pixel tiles lose detail; 48 px and up look better. The Godot and RPG Maker exports follow those formats but are still in beta — try a small map before a real project — and the Godot .tres leaves out the object layer. Rebuilding the layout from a scene works for top-down and side views; for isometric scenes only the terrains and style are filled in.
1–2 credits for the sheet and 1 per pair of neighbouring terrains for AI edges; a four-terrain pixel-art set is 5 credits. Painting the map, changing the layout and exporting cost nothing afterwards, and coming back from your history does not charge again.
No. Every base tile is made to repeat on all four sides, the 47 autotiles are composed from shape masks so neighbouring edges match pixel for pixel, and the AI-painted boundaries are locked back to the mask at the cell borders.
Tiled JSON works directly in Phaser, Godot and others, and Unity reads it through a Tiled importer. There is also a native Godot 4 tileset and RPG Maker A2 tiles; those two are still in beta.
Yes. Upload a scene from your game: the analysis is free, picks out the terrains, view and style, and uses the image as a style reference. You can also describe the style in your own words.
Top-down (with AI-painted boundaries), side-scrolling platformer (a sky background with solid blocks) and isometric (diamond tiles, with raised blocks).