Tile Image Editor

A tile-based image editor for designers and developers to compose, edit, and export tile sheets and maps efficiently.

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4,292+
Total Calculations Run
< 15ms
Browser Execution Speed
100%
Client-Side Privacy
4.9 / 5.0
User Satisfaction

Worked Example & Common Values

Below is a sample worked calculation demonstrating how Tile Image Editor processes input data instantly inside your browser.

Sample Input Area: 150 sq ft, Tile: 12" x 12", Joint width: 1/8"
Computed Result Tiles required: 165 (includes 10% waste buffer), Grout: 15 lbs
Execution Mode Client-Side In-Browser JS
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About This Tool

The tile image editor provides a focused workflow for creating and refining tile-based assets. It targets game developers, UI designers, and pattern artists who need consistent tile boundaries and repeatable tiles for sprites, maps, or icon sets. By isolating tile-level edits from full-image operations, teams can iterate on individual tiles without disturbing neighboring tiles, ensuring clean edges and reliable exports.
Conceptually, the tool defines a grid of tiles, supports importing source tiles, and allows per-tile edits such as painting, erasing, and recoloring. Edits are tracked at the tile level and can be applied in batches or individually. The editor stitches tiles into a sprite sheet and emits a map that records each tile's coordinates, size, and optional transforms for downstream engines.
Beneficiaries include game developers, front-end designers building icon libraries, and educators creating tile-based teaching materials. The value lies in faster asset creation, reproducible layouts, and seamless integration with asset pipelines. The tool emphasizes deterministic tile sizing, precise alignment, and export formats compatible with common engines and content-management workflows.
Core features include a grid canvas, tile-level paint tools, import/export for PNG and JSON maps, and optional palette and padding settings. Advanced users can enable layers, margin control, and transform flags to support rotation or mirroring during export.
Typical use cases include 2D games, UI kits, level tiles, and seamless patterns where consistency improves production throughput and reusability across projects.

How to Use

  1. Define tile_size_px, grid_width, and grid_height to establish the working grid.
  2. Import source tiles or create tiles within the grid.
  3. Select tiles and use paint/erase to modify pixels and colors.
  4. Preview the resulting tile map and adjust spacing or padding as needed.
  5. Export outputs as PNG sprite sheet and/or JSON tile map.
How to use tile image editor

Frequently Asked Questions

Find Quick Answers

What formats can I export?
Exports include PNG sprite sheets and JSON tile maps; supports per-tile metadata and optional layer information, enabling easy integration into game engines and asset pipelines.
Can I edit existing tile sheets?
Yes, you can import a sprite sheet, automatically segment it into tiles based on tile_size_px and grid parameters, then edit individual tiles while preserving others for batch updates.
What tile sizes are supported?
Common tile sizes such as 8, 16, 32, and 64 pixels are supported; non-standard sizes can be accommodated with manual grid definitions and explicit tile parameters.
Is this suitable for game asset pipelines?
Yes, it provides deterministic tile sizing, export consistency, and JSON maps that align with standard asset workflows for 2D games and UI patterns.

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