Tilemap Mode

Paint 2D game maps using tiles from your session. Place tiles on a grid, fill regions, and validate edge compatibility — all visually.

Switching to tilemap mode

Click Tilemap in the mode toggle at the top of the editor. The canvas switches from pixel editing to a tile grid.

Tools

ToolShortcutWhat it does
StampTPlace the selected tile. Click or drag to paint.
EraserEClear grid cells (remove tile).
FillGFlood fill a region with the selected tile.
EyedropperIPick a tile from the grid and set it as the brush.

Selecting a tile

Click a tile in the Tiles panel on the right to set it as your active brush. The selected tile appears highlighted. Use the eyedropper (I) to pick a tile from the map itself.

Grid size

Set the map dimensions (width x height in tiles) in the tilemap properties panel. Default is 12x8 tiles.

WFC edge validation

When you place a tile, the editor checks if its edges are compatible with its neighbors. Incompatible placements are flagged — you'll see which tiles conflict so you can fix the edge classes or choose a different tile.

Warning
Edge validation requires edge classes on your tiles. If you haven't labeled them yet, run pixl check tileset.pax --fix from the CLI to auto-classify edges from pixel content.

Play mode

A Zelda-style screen-locked camera for testing your map layout. The player moves tile by tile, and the camera scrolls screen by screen when reaching the edge — just like classic top-down games.

Tip
Use play mode to test your map flow before exporting. It catches dead ends, unreachable areas, and awkward screen transitions that you won't notice from the editor view.

Canvas controls

Same as pixel mode:

ShortcutAction
Space + dragPan
Scroll wheel / + -Zoom
HToggle grid
Cmd+Z / Cmd+Shift+ZUndo / Redo

Exporting maps

Maps created in tilemap mode can be exported to Tiled (.tmx), Godot, or Unity formats via the CLI:

pixl export tileset.pax --format tiled --out ./export/