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RPG Maker Autotile to Godot, Tiled and Unity (A2 → 47 tiles)

An RPG Maker A2 block is not a tileset any other engine understands. The Studio assembles the 47 blob tiles from its quarter tiles — pixels copied, never redrawn — and exports them with their terrain rules.

An RPG Maker MV/MZ A2 autotile is not 47 tiles: it is a 2 × 3 block of 48 px tiles that the map editor cuts into 24 × 24 mini-tiles and reassembles for every cell. Other engines need the finished tiles. Nerulio performs that assembly once, copying the mini-tiles byte for byte into all 47 blob tiles (or a 16-tile dual grid), and exports them with Godot 4 peering bits, a Tiled Wang set, Unity Rule Tiles or LDtk rules. A1 animated water, A3 buildings and the database flags are not converted.

Drop a tileset or autotile sheet (PNG)
Runs in your browser. Files are not uploaded.
Studio Tile workspace: a 47-tile sheet recognised as the GameMaker layout, with its terrain bits and a complete check
The real Studio with a CC0 asset (OpenGameArt).
Exports to
  • Godot 4 TileSetVerified· Godot 4.7.2
  • TiledVerified· Tiled 1.12.2
  • Unity 6 Rule TileVerified· Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3
  • LDtkPartly verified· LDtk 1.5.3 schema + loader

How an A2 autotile is built from mini-tiles

RPG Maker MZ's Asset Standards give 48 × 48 px tiles and a 768 × 576 px A2 (Ground) sheet, and describe each autotile as a 6-tile pattern: a representative tile shown in the palette, a tile with boundaries at each corner, and a group of tiles with one centre and one tile in each of the 8 directions. The official RPG Maker blog adds the key idea: the top-left tile is only a palette preview, and the editor thinks in 24 × 24 mini-tiles, each of which always lands in the same corner of the finished tile.

A quarter of a finished tile depends on just three neighbours — the top-left quarter on north, west and north-west. That leaves five states per quarter: outer corner (both sides open), top or bottom rim, side rim, inner corner (both sides connected, diagonal open) and full. Four quarters × five states = 20 mini-tiles are enough for all 47 combinations.

Nerulio takes the inner-corner quarters from the block's top-right tile and the outer corners, rims and centre from the 2 × 2 box below it, exactly one mini-tile per quarter and state, and writes the terrain pattern of every assembled tile at the same time, so the bits cannot disagree with the art. A 2 × 2 A4 wall block only has sides and gives the 16 side-only tiles.

Mini-tile (quarter)
A 24 × 24 px quarter of a 48 px tile; RPG Maker and Nerulio build every tile from four of them.
A2 block
One ground autotile: 2 × 3 tiles = 96 × 144 px at 48 px.
Isolated tile
The tile for a cell with no same-terrain neighbour: four outer-corner mini-tiles.
Blob 47
The 47 distinct tiles a corners-and-sides terrain needs against empty.

Example: one 48 px A2 autotile, quarter by quarter

A2 sheet   768 × 576 px ÷ 48 = 16 × 12 tiles = 8 × 4 autotile blocks of 2 × 3 tiles
one block  96 × 144 px = 4 × 6 mini-tiles of 24 × 24 px
  mini-columns 0–1, rows 0–1   palette preview (not used)
  mini-columns 2–3, rows 0–1   the four inner corners
  mini-columns 0–3, rows 2–5   box: outer corners, rims, centre
quarter states  outer corner, top/bottom rim, side rim, inner corner, full = 5
4 quarters × 5 states = 20 mini-tiles  →  47 tiles × 4 = 188 quarter copies
isolated tile = the 4 outer corners of the box; full tile = 4 mini-tiles from its centre

Every generated tile is a copy of these mini-tiles, so an edit to one mini-tile in the linked source editor updates every tile that uses it, and the Studio says how many that is.

What maps to what

In RPG MakerIn NerulioIn the engine
2 × 3 autotile block (A2 ground, 48 px)Source block, found by the sheet size 768 × 576 (or 512 × 384 at 32 px) or as a lone 2 × 3 blockNot used directly: the engine gets finished tiles
24 × 24 mini-tiles at fixed corners20 quarter states copied into 47 tiles (or 16 dual-grid tiles)One PNG sheet in a published 47 order
The editor's automatic neighbour choiceA terrain pattern per tile (8 neighbours)Godot peering bits, Tiled Wang IDs, Unity rules, LDtk 3 × 3 rules
Palette preview tile (top-left)Ignored—
A4 wall block (2 × 2)16 side-only tilesGodot Match Sides, Tiled edge set
Two ground autotiles side by sideOptional A-over-B transition: open sides become terrain B, plus B's full tileA two-terrain set with transitions
A1 animated autotiles, A3 buildingsNot supported—
Passage, bush, counter and other database settingsNot read (they are not in the PNG)Set collision and data in the engine

What it does

  • Sources: RPG Maker MV/MZ A2 (2×3 blocks), A4 walls, and the 2×3 base with inner corners top-left; a lone 2×3 block is named by its size.
  • Quarter-exact assembly into blob-47 or edge-16, or dual-grid 16 from the same quarters; optional A-over-B transitions.
  • A linked pixel editor over the source block: every stroke re-assembles the set in one undo step.
  • The generated set exports to Godot 4 (verified), Tiled (verified), Unity Rule Tile (verified) and LDtk (partly verified).

How to do it

  1. Drop the A2 (or A4) sheet.
  2. Choose "Assemble from this block" on the block you want.
  3. Pick blob-47 or dual grid; optionally a second terrain for transitions.
  4. Export for your engine.

Files you get

The generated sheet becomes a new image in the project, linked to its A2 source; the export ZIP then holds one folder per engine (names shown for an image called cave.png):

FileWhat it is for
cave.pngThe generated 47-tile (or 16-tile dual-grid) sheet, pixel copies of the A2 mini-tiles.
godot/nerulio-tileset.json + nerulio_tileset_import.gdThe script builds a Godot 4 TileSet with one terrain in Match Corners and Sides and all 188 peering bits.
tiled/cave.tsx + sample.tmxA mixed Wang set and a small sample map.
unity/nerulio-ruletile.json + Editor/NerulioRuleTileImporter.csOne RuleTile with 47 rules (blob sets only).
ldtk/cave.ldtkAn IntGrid layer with 47 auto-layer rules and a sample level (partly verified).

From the generated set to a painted Godot map

  1. Export (Ctrl+E) with Godot 4 ticked and copy the PNG, nerulio-tileset.json and nerulio_tileset_import.gd from the godot folder into the project root (or edit JSON_PATH / OUTPUT_PATH in the script).
  2. After the FileSystem dock has imported the PNG, open the script and run File › Run; the Output panel should report 47 tiles and 188 peering bits.
  3. Load nerulio-tileset.tres into a TileMapLayer's Tile Set property. The cell size is taken from the tiles, 48 × 48 px for MV/MZ art.
  4. Paint with the Terrains tab in Connect mode: cells join their neighbours the way RPG Maker's editor joins an autotile, including inner corners and single-cell islands.
  5. RPG Maker passability does not travel with the image: add a physics layer yourself, or trace one per tile in Nerulio — see Godot tileset collision.

Check the result

  • In the Studio, the generated set's Check panel reports every combination present, and says the art check does not apply because every pixel is copied from the source.
  • In Godot, paint a single cell (the isolated tile, four outer corners), a 3 × 3 patch (9 different tiles) and an L shape (an inner corner). They should look like the same shapes drawn in RPG Maker.
  • Zoom in on any tile: each quarter is identical to a mini-tile of the A2 block, with no blurred or resampled pixels.

Troubleshooting

SymptomLikely causeHow to checkFix
No "RPG Maker A2" suggestion appearsThe sheet is not 768 × 576 (or 512 × 384) at 16 tiles across, or the grid is not 48 pxImage size and the grid chosen in the Tileset panelSet the 48 px grid, or cut one 96 × 144 block and import it alone
Corners look inside out (inner corners where outer corners belong)The block puts the inner corners top-left (a Blobsmith base), or the wrong block was selectedWhich top tile of the block shows the four inner cornersChoose the Blobsmith source kind, or select the block's top-left tile again
Generation refuses the tile sizeQuarters need an even width and heightThe grid's tile size (47 px is a typical mistyped value)Fix the grid to the real even size, e.g. 48 px
Grass and dirt meet with a hard edge in GodotEach generated block is one terrain against emptyThe set has one terrain in the Tileset panelGenerate A-over-B: pick terrain B's full tile as the transition background
Water does not animateA1 animated autotiles are not supported—Keep animation in the engine (Godot: animated tiles in the TileSet editor), outside this tool
The player walks through wallsRPG Maker passability lives in the database, not in the PNGTileSet editor: no physics layerTrace collision polygons, or add a physics layer in Godot

Other ways to do it

OptionWhen it is the better choice
Cut the A2 block into 24 × 24 pieces and assemble the 47 tiles by hand in an image editorYou want to redraw some tiles anyway; expect 188 quarter placements and to set the engine bits yourself afterwards.
Blobsmith (web)You only need the 47-tile sheet image; in our test on 2026-09-23 its free tier exported the sheet but not Godot or Tiled terrain files.
Assemble quarters at runtime in your own engine codeYou need RPG Maker's exact behaviour including A1 animation, and you are writing the tile renderer yourself.

Engine exports and how each was checked

"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.

TargetFilesCheck
Godot 4 TileSetPNG · nerulio-tileset.json · nerulio_tileset_import.gdVerified Godot 4.7.2The included import script builds the TileSet with terrain peering bits; a map painted with set_cells_terrain_connect equals the Studio preview in every cell on 9 corpus sheets.
Tiled.tsx Wang set · sample.tmxVerified Tiled 1.12.2Tiled's own readers load every Wang ID as written and the sample map renders pixel-exact. The terrain brush itself was not driven.
Unity 6 Rule Tilenerulio-ruletile.json · Editor/NerulioRuleTileImporter.csVerified Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3Blob and side sets: a painted Tilemap shows the predicted sprite in every cell. Corner / dual-grid sets are not exported to Unity.
LDtk.ldtk (1.5.3) · rules · sample levelPartly verified LDtk 1.5.3 schema + loaderAccepted by the LDtk JSON schema and its official loader, and the rules re-run to the exported tiles; not opened in the LDtk app.

Evidence

Layouts identified from the pixels alone on the tile corpus: 4 blob-47 templates and 2 Wang templates with high confidence, a real 64 px cave tileset with medium confidence — every tile's bits right. Godot 4.7.2 painted every test cell exactly as the Studio predicted (485/485 per blob set, 251/251 on a 4-terrain dual-grid pack); Tiled 1.12.2 read every Wang ID back; Unity 6000.5 matched on every painted cell of the blob and side sets.

Limits

  • A1 animated autotiles and A3 building autotiles are not assembled.
  • Database settings (passage, bush, counter, terrain tags) are not in the image and are not converted.
  • Unity gets blob and side sets only; a dual-grid set generated from the same block is exported to Godot, Tiled and LDtk.
  • Tiled's terrain brush, the LDtk app and Godot's editor painter were not driven; the checks use the engines' readers and set_cells_terrain_connect.
  • Unity gets blob and side sets only; several terrains become several Rule Tiles with no transitions between them.
  • Isometric and hex tiles, animated tiles, occlusion and navigation layers are out of scope.
  • Suggesting bits without a known layout needs a reference "full" tile; on side-only path templates the guess can fail until you select it.

Versions and sources

On the corpus, a real RPG Maker A2 sheet whose pixels gave no layout signal was recognised by its size, assembled into 47 tiles and painted by Godot 4.7.2 exactly as predicted (485/485 cells); its Tiled, LDtk and Unity exports passed the same checks, and so did an A4 ceiling block. Compared with Blobsmith on the same block, 47 of 47 tiles were byte-identical. The RPG Maker facts above come from the MZ Asset Standards and the official RPG Maker blog; RPG Maker itself was not run.

Official documentation used

Questions

Are the generated tiles redrawn?

No. Each generated tile is four quarters copied from the source block, so pixels are byte-exact; the art check does not apply to them for that reason.

Does it keep RPG Maker's animated water (A1)?

No. A1 animated autotiles are not supported.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).