
I just released a small tool through Morselware: https://morselware.itch.io/tileport
If you paint levels with Aseprite's tilemap layers and make your game in Godot 4, TilePort carries the level across. You export one .asemap file from an Aseprite extension. A Godot addon builds TileMapLayer nodes, a TileSet and full-tile collision from it, keeping flips, layer order, offsets, visibility and opacity.
The part I spent most of the time on is the second export onward. Your player, camera and scripts live in your own scene that wraps the level, and TilePort never writes to it. When you change the map and re-export, the generated level updates. If an export is broken or ambiguous (say, a renamed layer), it stops and keeps the last good import rather than guessing.
Limits: one frame and one grid per export, full-tile collision only, and no terrains, animated tiles or slopes yet. It's tested on Windows 11 with Aseprite 1.3.18.6 and Godot 4.3 and 4.7.2; other setups are untested. It was built with AI assistance (code and docs), as disclosed on the page, and the demo tiles were drawn by AI-written code rather than an image generator.
The launch sale is $3.96 instead of $6 until Nov 14. My other tool, Frame Data Kit (hitboxes and frame data in Aseprite), is $3 in the Halloween Sale until Nov 4, 1 PM ET: https://morselware.itch.io/frame-data-kit
Questions and bug reports are welcome in the page comments.


