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.

- 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 centreEvery 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 Maker | In Nerulio | In 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 block | Not used directly: the engine gets finished tiles |
| 24 × 24 mini-tiles at fixed corners | 20 quarter states copied into 47 tiles (or 16 dual-grid tiles) | One PNG sheet in a published 47 order |
| The editor's automatic neighbour choice | A 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 tiles | Godot Match Sides, Tiled edge set |
| Two ground autotiles side by side | Optional A-over-B transition: open sides become terrain B, plus B's full tile | A two-terrain set with transitions |
| A1 animated autotiles, A3 buildings | Not supported | — |
| Passage, bush, counter and other database settings | Not 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
- Drop the A2 (or A4) sheet.
- Choose "Assemble from this block" on the block you want.
- Pick blob-47 or dual grid; optionally a second terrain for transitions.
- 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):
| File | What it is for |
|---|---|
cave.png | The generated 47-tile (or 16-tile dual-grid) sheet, pixel copies of the A2 mini-tiles. |
godot/nerulio-tileset.json + nerulio_tileset_import.gd | The script builds a Godot 4 TileSet with one terrain in Match Corners and Sides and all 188 peering bits. |
tiled/cave.tsx + sample.tmx | A mixed Wang set and a small sample map. |
unity/nerulio-ruletile.json + Editor/NerulioRuleTileImporter.cs | One RuleTile with 47 rules (blob sets only). |
ldtk/cave.ldtk | An IntGrid layer with 47 auto-layer rules and a sample level (partly verified). |
From the generated set to a painted Godot map
- Export (Ctrl+E) with Godot 4 ticked and copy the PNG,
nerulio-tileset.jsonandnerulio_tileset_import.gdfrom thegodotfolder into the project root (or editJSON_PATH/OUTPUT_PATHin the script). - 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.
- Load
nerulio-tileset.tresinto aTileMapLayer's Tile Set property. The cell size is taken from the tiles, 48 × 48 px for MV/MZ art. - 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.
- 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
| Symptom | Likely cause | How to check | Fix |
|---|---|---|---|
| No "RPG Maker A2" suggestion appears | The sheet is not 768 × 576 (or 512 × 384) at 16 tiles across, or the grid is not 48 px | Image size and the grid chosen in the Tileset panel | Set 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 selected | Which top tile of the block shows the four inner corners | Choose the Blobsmith source kind, or select the block's top-left tile again |
| Generation refuses the tile size | Quarters need an even width and height | The 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 Godot | Each generated block is one terrain against empty | The set has one terrain in the Tileset panel | Generate A-over-B: pick terrain B's full tile as the transition background |
| Water does not animate | A1 animated autotiles are not supported | — | Keep animation in the engine (Godot: animated tiles in the TileSet editor), outside this tool |
| The player walks through walls | RPG Maker passability lives in the database, not in the PNG | TileSet editor: no physics layer | Trace collision polygons, or add a physics layer in Godot |
Other ways to do it
| Option | When it is the better choice |
|---|---|
| Cut the A2 block into 24 × 24 pieces and assemble the 47 tiles by hand in an image editor | You 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 code | You 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.
| Target | Files | Check |
|---|---|---|
| Godot 4 TileSet | PNG · nerulio-tileset.json · nerulio_tileset_import.gd | Verified 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.tmx | Verified 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 Tile | nerulio-ruletile.json · Editor/NerulioRuleTileImporter.cs | Verified 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 level | Partly 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).