Tilemaps and tilesets
A tilemap layer paints from a shared set of tiles. Draw a wall or a floor tile once and it repeats across the layer — and fixing it in one place fixes every copy. When you are done, export a sheet plus a map your game engine can read.
Tilemap editing is a Pro feature.
Add a tilemap layer
Open the Tileset panel — the bottom Tileset tab on a phone, or the floating Tileset panel on the inner foldable / tablet screen — and tap Tilemap layer. Pick the tile size (4–64 px, square or not). The layer's canvas is now a grid of cells, each the size of one tile.
Draw mode
Draw paints pixels straight onto the map with your normal tools. When your strokes land in a cell that was empty, that cell forks its own tile. Tiles that end up identical are merged automatically, so the tileset stays small and a shared tile only has to be edited once.
Place mode
Place stamps a chosen tile into a cell. Pick a tile from the grid in the panel, then tap or drag on the canvas to lay it down. The stamp options are:
- Flip H / Flip V — mirror the tile as you place it.
- Rotate 90° — for square tiles only.
- Tile 0 is the empty tile — place it to clear a cell.
Undo, save, and the tile grid
- The tile grid in the panel shows every tile in the set; tap one to select it for Place.
- Every edit and placement is a single step on undo / redo.
- The whole tilemap is stored in your project, so it rides backup and reopens exactly as you left it.
Export a tileset
Tap Export tileset in the panel. Dixel writes two files and opens the share sheet with both:
- A sheet PNG — every tile laid out in a grid — to
Pictures/Dixel. - A map JSON in our
dixel-tilemapformat — the tile size, the grid, and each cell's tile index with its flip / rotate flags — toDocuments/Dixel.
The sheet imports into Tiled, Godot, Aseprite, or any engine: point its tileset importer at the PNG and set the tile size. The JSON describes the map, so your own loader (or a small converter) can rebuild the exact arrangement.
:::tip Sending it over a chat app
Attach the sheet as a file, not a photo. A chat app's photo mode can rename the
file to .jpg or recompress it, which drops the transparency. As a file, the PNG
arrives byte-for-byte.
:::
Isometric tilemaps
A tilemap layer can be isometric — the pixel-art 2:1 diamond convention — instead of a square grid. Pick Isometric in the + Tilemap layer dialog and choose a 2:1 tile (e.g. 16×8 or 64×32); the map size defaults to fill the canvas.
Everything else works the same:
- Draw paints straight on the diamond map — each stroke authors the tile under your brush, repeats are shared, and undo, zoom, and every tool work as normal. A bold diamond outline marks the map's cells.
- Place stamps tiles into diamond cells, with Flip H / Flip V.
- Export writes the sheet PNG plus a map JSON tagged
"orientation": "isometric".
Import into a game engine. The sheet imports as an isometric tileset:
- Godot — add a TileSet, set Tile Shape: Isometric and the Tile Size to your 2:1 size (e.g. 16×8), then create the atlas from the sheet.
- Tiled — New Map → Isometric, tile size 16×8, and add the tileset from the sheet.
:::note Overhang 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. :::