Dixel 0.0.24: isometric tilemaps
Dixel 0.0.24 makes tilemaps isometric. A tilemap layer can now use the pixel-art 2:1 diamond convention instead of a square grid — so you can build floors, roads, and plazas that export straight into an isometric map in Godot or Tiled. Tilemap editing stays Pro; nothing else changes.
Draw on the diamond
Pick Isometric in the + Tilemap layer dialog and choose a 2:1 tile (e.g. 16×8 or 64×32). The map defaults to fill the canvas, and a bold diamond outline shows its cells.
Then just draw on the map, exactly like the square tilemap: each stroke authors the tile under your brush, repeated tiles are shared automatically, and undo, zoom, and every tool work as normal. Switch to Place to stamp a chosen tile, with Flip H / Flip V for variety.
Export into your engine
Export tileset writes the sheet PNG plus a map JSON tagged
"orientation": "isometric". Import the sheet as an isometric tileset:
- Godot — add a TileSet, set Tile Shape: Isometric and the Tile Size to your 2:1 size, then build the atlas from the sheet.
- Tiled — New Map → Isometric, tile size 16×8, add the tileset from the sheet.
The map lines up with what you drew in Dixel.
One honest limit: a tile whose pixels reach past its diamond (a tall wall or cube) is placed on the cell it lands on, not the one it visually leans over. Floors and within-diamond art are exact.
See the tilemaps guide for the full workflow.