Metroidvania Studio Docs1.3.2GitHub

Tile palettes and autotiling

Set up 4-tile or 47-tile autotiling, import your PNG tileset, and organize palettes into groups. Neighboring tiles determine which sprite appears as you paint.

Open beside a palette in the left sidebar. The same settings apply to its solid and slope brushes. Palette changes affect every tile using that palette; use + to create an independent palette first when needed.

Palette groups

Use + Group below the brush controls to add a group. Built-in palettes are organized into Default colors and Default themes; the + beside Palette adds a palette. Click a group title to fold or expand it.

Drag a palette above or below another palette to change its order. Drop it on a group title or empty group to move it there. Drag a group by its handle to reorder the groups. Search finds both palette and group names.

You can also open a palette’s settings, choose its Group, and use ↑ / ↓ to set its position before applying. The group’s own button changes its name or position. The palette creation dialog lets you choose a group too.

Organization saves automatically to the workspace catalog and survives reopening. It leaves placed tiles, material IDs, PNG paths, and engine resources unchanged. Cancel in the settings dialog discards pending position changes.

Four source tiles

Choose 4-tile autotiling, then import a PNG strip or four separate PNGs. Each source tile is 16×16 pixels. To replace one slot, select it and import one 16×16 PNG. Selecting a slot alone never changes a rule.

SlotSource orientation
1Top edge, with terrain continuing below
2Top-right outer corner, with terrain continuing left and below
3Top-left inner corner, with an opening toward the top left
4Interior fill

A 64×16 strip fills these four slots from left to right. Multiple PNGs fill slots in the file selection order. Importing one 16×16 PNG replaces the selected slot. The source-image dropdown selects the file whose path is displayed and whose PNG can be downloaded.

Ordinary edges and corners retain the complete source tile, rotated for each direction. More complex connections combine 8×8 quarters to cover all 47 normalized neighbor patterns. Check thin walls, isolated tiles and corners in Connection preview: the four source drawings need compatible quarter boundaries.

Open Slope tiles to assign the four diagonal directions separately. Slopes are not inferred from the solid tiles. Unassigned slopes use the default shape.

Forty-seven source tiles

Choose 47-tile assignment for direct control over every connection. Each slot shows its expected shape until assigned. Load template provides a sheet ordered from the top left, row by row: 47 solid tiles followed by four slopes. Download PNG saves the selected source image. Importing a sheet fills slots automatically in that order; missing slots keep their default appearance.

Missing slots use the palette's default color and white edges. Switching the method clears the slot assignments inside the dialog; Cancel keeps the saved palette unchanged. Apply saves the palette and updates its tiles immediately.

Default PNGs

Textures/default/4-tiles/ contains 64×32 sheets: four solid tiles followed by four slopes. Textures/default/47-tiles/ contains 128×112 sheets: 47 solid tiles followed by four slopes. Both folders include green, blue, gray, orange, yellow and purple PNGs, ready to import in their matching mode.

Custom palettes use readable folders such as Textures/palettes/stage-1/, with source-1.png originals and numbered generated atlases. The studio keeps previous source bytes under .studio/texture-backup/ when migrating older generated folder names. Material IDs and map cells stay unchanged.

Original images and engine resources

Imports copy source PNGs into Textures/palettes/<palette-name>/ beside the launcher or at the source project root. Open folder in palette settings opens the selected texture's folder. File → Storage folders also provides folder shortcuts and path copying. Where browser file pickers are available, Set file dialog folder remembers the directory for open/save dialogs. The Source image field displays that workspace resource path after saving and reopening the dialog. Edit this copy to receive live updates; the initially selected external file is not watched.

The studio builds a generated atlas when you apply settings or save an original image. Incomplete image writes retain the previous atlas until a complete replacement is available. Composition runs on image changes, not on paint gestures.

The catalog keeps authoring settings in editorTileset and exposes the resulting sprites through its existing sprites entries. Map JSON and palette IDs remain unchanged. Engine adapters continue reading the generated PNG and catalog; no engine-specific rules are embedded in the map. Keep the catalog and workspace textures together when sharing resources. See Texture editing and engine resources.

Default tile view in the map toolbar temporarily displays the plain colored tiles. It changes only the viewport, not exported data or palette assignments.

Source images must total at most 8 MiB and 4,194,304 pixels per palette. PNG color types, transparency, standard row filters and interlaced images are supported. Every assigned region must fit a complete 16×16 tile.

Metroidvania Studio 1.3.2 · Offline guides are available through Help → Documentation in the studio.