Oxtile-Lab map editor export to Godot

Your own tile sets

Import… Point at a PNG sheet you drew, in Aseprite or any pixel editor, and it becomes a usable tile set. The sheet is copied into your mod’s TERRAIN folder, its .MCD is written (one plain floor per tile), and the set shows up in the list. A sheet of the wrong size, or saved in true colour instead of 8-bit indexed, is refused before anything is copied, and the message tells you what to fix.

New… Starting from nothing? You get a blank sheet ruled with the frame of each 32 × 40 tile, the ground diamond and the centre of the cell. These marks were measured on real floor tiles, not guessed. Draw over them, rub them out, save.

A sheet only needs importing once. After that, save your PNG over it and the editor picks up the change on its own.

Tiles that move

Animate… makes a tile cycle through up to eight frames: water, fire, a torch. Only the eight frame bytes are touched. Heights, walls, walk costs and the tile it becomes once destroyed stay exactly as they were.

Speed… The format has no speed field: the engine advances one frame every 100 ms and counts to eight. To slow an animation down, each frame is held for two or four ticks, and the tool does the arithmetic.

Animated tiles now move inside the editor too, in the tile list and on the map, at the engine’s own pace.

Export to Godot

One button writes a ready-to-run Godot 4 project from the open map. It contains the map, the tiles it uses (enlarged ×1 to ×4), and a reader that draws the map in the engine’s own order and knows what blocks movement. The export now also carries, for every tile, its eight animation frames, what it becomes once destroyed, its part and armour, and the number of its cell in your sheet. Each export goes into a new folder of its own, so it never writes over an existing project.