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Andrei

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A member registered Jan 23, 2026 · View creator page →

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Bruh I can't take seriously someone who comments "literally me" to "Gay Pong" games. X_X 

I know this is ragebait at this point :)) Because you did not try the tool, you have the whole code to look at cuz' it's open source, and yet you're still screaming AI left and right,  even though it is 'fake news' and a blatant lie,

So have fun playing Gay Pong

Even though the tool is completely open source now and you have full access to the entire code, I see you decided to skip it entirely and never look inside:) I actually built this map editor entirely from scratch by hand in Java. 

If you’re curious about how the map matrix handles asset rendering or how the live statistics filters are written, or even how I applied the state design pattern, I’d be happy to talk code architecture with you.

Yes, thanks for having a call on Discord with me to clarify those things!:D 

The conclusion was that the problems happened because of the "tile size" set, they have to match the size of the tile used (by default the textures TikeMaker DOT comes with are 200x200 px, so "tile size" should be 200 until the users switch the textures with their own)

It was nice talking to you, and good luck with your game in RPG Maker!:D

This is indeed strange, because in my case it always works. I have a question now, because I see the UI looks a little bit different. What OS are you using the tool on ? And if you have some time to chat more, maybe you can write me on reddit or facebook to learn more about this issue

Hi!:) Okay, let 's look over the issues.

It does indeed also work in "erase mode" to move objects, but it should let you move them in "Place object mode" too, in the exact same way, just drag the top-left tile of the object around the map and you should be able to move it too. But keep in mind that you need to be in "object" mode to move objects and in "NPC" mode to move NPCs.

The other thing, it is definetly "Place NPC Walk Area Mode". Are you sure you did not hit "W" button by mistake ? That opens that mode where you can set a path for NPCs to walk if you need that kind of implementation in your game. ( I added it because I actually use that for my game). For me it does not work -Pressing CTRL + left click in "Place object mode"- and that s why i think it s W pressed and opened "Place NPC Walk Area Mode" maybe.

But i would like to hear more, if this was not the case and it is indeed a bug on my end. I want to reproduce it to debug the issue and fix it.

Hey, i m glad you like it ! :D 

You can in fact move the objects and NPCs too, all you need to do is hold the Left Click and move them around / relocate them.


BUT there are 2 things to keep in mind:
1. if you want to move an object, you need to have an object (any object) selected, that means to be in the mode: "place object mode". And if you want to move an NPC, you need to have an NPC selected, that means to be in the "place NPC mode"

2. you need to hold the placing position for the object (that is the top left corner of the texture object). That is the exact same position you need to click to remove when deleting an object. That way is easier to understand

I hope it helps and you are able to move the items around now! :D 

Thanks a lot, i m glad you enjoy it!:D To be honest, the thought of porting it to Android crossed my mind at some point, but it's not as easy as I had hoped initially. I am not saying no at this point, but it's not as easy as I had hoped. But I am glad you enjoy TileMaker DOT and I hope it will serve you well and you will make many great games with it <3

This is such a good suggestion, thanks !  I totally forgot about the forums tbh...
I just created topics there too:
https://itch.io/t/6531110/tilemaker-dot-map-editor-is-now-100-free-and-open-sour...
https://itch.io/t/6531120/tool-tilemaker-dot-2d-top-down-map-editor-now-100-free-open-source
Thanks for the heads up! :D 

I have some big for the developer community: TileMaker DOT is officially open source!

https://crytek22.itch.io/tilemakerdot

The entire project has been published to GitHub under the highly permissive MIT License. Whether you want to customize the tool for your own pipeline, study the codebase, or contribute to its development, the doors are now wide open.

https://github.com/andrei-voia/TileMakerDOT

🔓 What Does This Mean for You?

  • Full Source Access: View, fork, and modify the complete Java codebase.
  • Total Commercial Freedom: You can use, alter, redistribute the application and its core logic with zero royalties.
  • Assets Included: The default artwork packs (Tiles, Objects, and NPCs) are also covered under the MIT license. You are completely free to use them or redistribute them however you see fit.
  • No Legal Red Tape: The code includes standard protection clauses ensuring the software is provided as-is, keeping development risk-free for everyone.

What’s Next?

Open-sourcing the project is just the beginning. Work is already underway for the next major application update: Annotated "Notes" Layers. This feature will allow level designers to drop non-rendering visual pins and custom labels directly onto the canvas to map out ambush points, collision reminders, or design plans without impacting game engine exports.

A Video Tutorial split in 3 parts for the tool can be found here:

I have some big for the developer community: TileMaker DOT is officially open source!

https://crytek22.itch.io/tilemakerdot

The entire project has been published to GitHub under the highly permissive MIT License. Whether you want to customize the tool for your own pipeline, study the codebase, or contribute to its development, the doors are now wide open.

https://github.com/andrei-voia/TileMakerDOT

🔓 What Does This Mean for You?

  • Full Source Access: View, fork, and modify the complete Java codebase.
  • Total Commercial Freedom: You can use, alter, redistribute the application and its core logic with zero royalties.
  • Assets Included: The default artwork packs (Tiles, Objects, and NPCs) are also covered under the MIT license. You are completely free to use them or redistribute them however you see fit.
  • No Legal Red Tape: The code includes standard protection clauses ensuring the software is provided as-is, keeping development risk-free for everyone.

What’s Next?

Open-sourcing the project is just the beginning. Work is already underway for the next major application update: Annotated "Notes" Layers. This feature will allow level designers to drop non-rendering visual pins and custom labels directly onto the canvas to map out ambush points, collision reminders, or design plans without impacting game engine exports.

A Video Tutorial split in 3 parts for the tool can be found here:

thanks for the feedback!:D That s what i was hoping to accomplish here, i really hope some people will be able to add to it too 

Thanks a lot!:) It means a lot to me. If you liked it, please don't forget to rate it!

I like those kinds of games and how the game forces you to actually stay silent because it adds so much pressure to every moment. The atmosphere is also top- notch, great work:D

Hi there! :) 

I just checked to see how Construct 3 works and how it can import maps and it seems that it supports native .tmx/.tsx format import and that is good because in theory the answer would be yes, you could import maps from TileMaker DOT inside Construct 3.

But there is a problem, apparently Construct 3 only lets you import a single texture (spreadsheet) to use for your entire map.. and that is a problem because in TileMaker DOT, how it works is that you have a separate texture (png) for every object in the map, and that means that Construct 3 should be able to read all those separate textures and apparently it does not let you do that, unlike Unity and Godot for example. In this case, it seems to be a limitation of Construct 3:(

But maybe there are multiple versions of Construct and i just did not check the right one (i tried with the online launcher), I suggest you to try and export in tmx/tsx format from TileMaker DOT (from the File menu) and see if you can load that output inside your project in Construct 3, hopefully I am wrong and it can actually import multiple asset images.

Hi! :D

I just saw your comment, I tested it on some Linux versions via VM and it worked for me but.. I think I know what the problem is. My personal PC is on windows and I created the TileMakerDOT_Linux_Launcher.sh file on windows and I see it 's using CR LF type endings (so basically it ends lines with /r/n) and probably Debian is using LF endings (just /n). 

So when Debian reads the very first line (#!/bin/bash), it sees the invisible Windows character and reads it as #!/bin/bash\r. Because a program named bash\r doesn't exist on their computer, Debian panics and throws a misleading No such file or directory error.

In conclusion, I just edited the .sh file and changed what I explained above and it should work now, hopefully.. please give it a try :D

Hey everyone:)

Just wanted to drop a quick note here to let you know about the latest update I just pushed. I’ve decided to make TileMaker DOT 100% free for everyone to use. My goal is to help other indie devs get their projects moving, so I wanted to remove any barriers and just give you the full toolset.


In this update, I've added a Dark Mode and a much cleaner Modern UI to make the workflow smoother. I also spent some time squashing bugs to make sure everything runs a bit more solid.

You can grab the full update now in the download section. If you’re finding the tool useful, please consider leaving a rating, it’s a huge help for the project's visibility!

If you run into any issues or have ideas for features you'd like to see next, feel free to reply here.

Happy building!

Hello, I forgot to reply to this thread with the new update when I added it, but now you can use this spread sheet functionality in the free version too and you can import your own textures from a single spread sheet image!:D 

(4 edits)

Hey! Thanks for leaving a comment here!

Currently, TileMaker DOT exports maps using external tileset references to keep files organized. For the Unreal integration plugin, you usually just need to ensure your assets folder is in the same relative location as your exported files.

Edited note*: 

Sorry, if the plugin works with Tiled, then it should work with this tool. Try this before everything else: When starting the app, leave only "assets" in the base path. And after you finish your project, make sure you copy thee assets folder where you will paste your tmx and tsx files in Unity. In this way you make sure it's a relative path to the folder.


I also mentioned this in the README file:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

> **⚠️ Important Path Note:** The path you enter or browse for in the **"Asset Base Path"** field at startup determines your export behavior:

> * **Relative Path:** If you keep it as `assets` (or a relative subfolder), the exported `.tmx` and `.tsx` files will use relative paths. This is recommended for moving projects between different computers or sharing with a team.

> * **Absolute Path:** If you use the "Browse" button to select a full path (e.g., `C:\Users\Name\Desktop\assets`), the exported files will hardcode that absolute path.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Please make sure to read the README, you will find useful tips there:)

And if this does not work, then try the following:

There could be a quick fix for this: Open the exported .tmx in the Tiled Editor.

  • Then go to the Tilesets panel, click 'Embed Tileset', and save. This will bundle everything into one file that the Unreal plugin should read perfectly! (I think, but it's worth a try)
  • But could you give me more details about how an embedded tileset should look like? Because honestly I do not know as of now. 
  • But if it is important to you and if I understand how it works, I will be looking into adding a 'Direct Embed' toggle for future updates to make the Unreal pipeline possible. 

  • Thanks for the feedback!  And I am waiting for your reply

  • You gave me something to think about and I tried some things out. 

    I will show you a sneak peak ;)

    I can promise that I am working on something and it will look like this; 

    You will be able to load a spritesheet, select a folder to save the textures, and then select the items you want from the spritesheet. The new name and ID will be defined automatically but a popup will let you modify them if you want to, if not just press "ok" or "continue". And then you will be refreshing the assets (I am working on this right now). And you should be ready to go in a few seconds. 

    But I have some other things in my agenda before this, so please stay tuned :D You will get this improvement in the near future, after 2 or 3 more updates before this.

    Thank you for the suggestions and I hope you find my tool useful to you!

    Thank you so much! That really means a lot. My goal is to make the tedious parts of level design a bit more fun for everyone, so I’m glad the mission resonates with you.  As long as I know that my tool is used by other people in their personal or professional projects, I would call this a success on my end.

    I truly believe we build better games when we share better tools. If you ever have ideas on how I can make TileMaker DOT even more useful for your workflow, please let me know!

    Good luck with your projects! 💪

    Hey there! Currently you can import only individual textures. I did this because in this way you can make sure to define your own unique IDs for every texture and you will not be conditioned by the randomizig IDs set in a spritesheet for each tile.

    I decided to do it this way because it was the easiest to work with in the end product for me and maybe for other people too. At my end I import each object individually having unique IDs. 

    To be honest here, I had plans to think of a way to import .png spritesheets while also defining IDs for them, but I have a few other more important features in mind like duplicating chunks of map / exporting and importing them on other maps, automatic defining IDs for all the undefined textures in the assets folders and so on. But I will take your question into consideration and when I will have some time I will think about it:)

    Thank you for your question and feel free to comment at any time:) I will reply

    Stop fighting layers. Start building worlds.

    Hi everyone! I'm Andrei, and I just released TileMaker DOT, a streamlined 2D map editor designed to fix the common headaches of traditional tools. I built this while developing my own games because I was tired of manual layer management and non-syncing IDs.


    Key Features:
    • Smart Depth Sorting: Handle front-to-back rendering automatically based on your art.
    • Data-First Workflow: Your map data stays intact even if you update your assets later.
    • Flexible Exports: Export clean .CSV, .TMX, or .JSON files ready for your engine.
    Included for Free: I’ve included a full starter pack of tiles, objects, and NPCs so you can start prototyping immediately!


    Links:

    I'd love to hear your feedback or feature requests!