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Procedural pixel-art tile creator · By Led

Post your nodes below! Sticky

A topic by helyx created Apr 07, 2016 Views: 5,045 Replies: 39
Viewing posts 1 to 26

Sorry, accidentally deleted old post. Reposted it.

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Ngon node.

This node generates a regular polygon with rotation.

Source can be found here

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Here are mine...

Brightness [link dead]:

You can change the brightness of the texture, also useful for creating blend masks, which you can put in the blend factor

Preview [link dead]:

Creates a tiled preview of the texture, unfortunately getting rid of some resolution

Custom Scatter [link dead]:

I found the default scattering algorithm too slow, so I did the reasonable thing and coded a new one...
It's a lot faster and offers more controll of the scale and amount, but doesn't do anit aliasing as nicely

Can you repost these please? The links are not good now.

I can't unfortunately. I deleted dropbox on a whim, and don't have a local copy anymore. If someone still has these downloaded, feel free to upload.

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I think I have some of these (brightness and custom scatter) when I get on the PC I'll post it here

Also, custom scatter is a wonderful node, thanks a lot for it lmao

Awesome, Custom Scatter is the one I am really after but also want Brightness.

Here it is:

Custom Scatter 

Awesome, thank you!

I knocked this up rather quickly, but it does its job. It's a poor man's edge detection node. You can choose the intensity of the effect and one of three different neighbourhoods (Moore, Von Neumann and a 2D neighbourhood). There's also two variants of Moore (normal and "skinny", which removes one direction to provide a half-way house between that and Von Neumann) and two variants of the 2D neighbourhood (vertical and horizontal). The sensitivity is divided by three to give finer tuning, as quite often only the lowest values are particularly useful.

Here's the link: Differ.

And here's an example:


Excellent thread. Loving all of your nodes.

I might make some of these official!

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Here's a really simple one, but I've found it useful when checking to see how well images tile.


It offsets your image by an inputted value.

I'm not sure if it would be considered bad practice to use getTileSize() within init() to limit the fields, but it does seem to work. If you increase the size of the image while using Offset you do need to add a new instance to be able to offset by higher values, but nothing actually breaks. If it bothers you just replace the two instances of getTileSize() within init() with 64.


Here's another simple one: Simple Color.

It takes RGB values and colourizes the image, which can be faster than using the existing colourize node when you just want shades of one particular colour. As the result tends to be a bit smooth for pixel art, there's a quantize feature which acts like a palette knife, cutting down the number of colours used. If you want, you can set all three RGB values to their maximum and just output a quantized heightmap.

Since taking this screenshot I changed the spelling to the American spelling to match the existing nodes.

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I made a normal map generator [link dead], as well as a created a sobel edge detector [link dead] in then process....

Haven't tested the normal maps yet, but I checked with images online and they seemed to match up, so they should work...

dead link, dead link, dead link dead link deadliiiiiink

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Been having lots of fun with this, here are the nodes I've made:

Gray noise:

randomly mixes each pixel on the output between the two inputs.


For use with directional blur. Makes each point point toward the center. Offset rotates these.


Makes the pixels be 'regular' as in regular polygons, snapping them to repeating values and also looping them after a certain value. This is basically just a neat way of rounding numbers thrown in with the modulo function.


Gets the distance (abs(a-b)) between the two inputs.


Highlights pixels of around a certain brightness. Named as such due to how it looks when graphed:

More hill shaped really, but lump sounded better.

Edge Distance:

Tries to get the distance from a dark spot each pixel is. Lags exponentially with tile size, not sure how to optimize it. :/


Linearly interpolates between two inputs, based on a third input. If t is 0, it returns the first one. If t is 1, it returns the second one. If t is anywhere in between, it returns a mix of the two inputs. Each input is an input parameter.

Square pattern:

Gives a chessboard type pattern, with the option for more than two colors. Due to a weird bug, the only sizes that don't have strange artifacting are numbers in 2^x, so the size input uses that.

(Note: there were some visual errors with the nodes that have been fixed since the pictures were taken.)

Been having fun with this tool, keep on accidentally calling it a game. Hope people find these useful!

edit: some more:

Inflate Heightmap:

This raises up a texture by a heightmap. Not pictured is also an option to set whether it loops off the top of the image or not.

Good for visualizing heightmaps you make. Note that without a surface input it will all be one color, shading just came from the lighting node.

Vector to Direction and Direction to Vector:

Don't know how often these would be useful, but I made these too.

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It ain't very impressive but here:

minmax.lua - Sets White and Black/Max and Min values

Turn on auto to automatically get the highest and lowest value, or you can fine-tune it manually.

edit: Just noticed navot's brightness node already has a Min/Max. Oops.

ZOMG you guys are awesome...

I accedntly made a color to grayscale converter while trying to make acolor duller it my first thats why i suck at this

A simple node to overlay one image over another. Script acts by considering the lowest RGB value as if it were an alpha value. Titled the node as "Cover."

new to LUA but i made some things:

MirrMix - (my personal favourite) it blends the texture with its mirrowed image, very useful to loop images

it has 4 Mix modes (clip, opacity, texturized clip, texturized opacity)

and 3 mirror blend modes (average, darken, lighten)

StripesInc - generates stripes from a series of row-per-row increments

Zoom&Stretch - Zooms and Stretch the texture

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Probably noone will see this, but here's a MEGAPACK of nodes i did since last year (kinda forgotten to post here really)

(Cross Cut's size issue is fixed)

1 - HSV

Hsv is one node that i really wanted but had no idea on how to do, ended up learning a LOT with it.
It's Simple. It's Useful. It's HSV

2 - XCompose

This is one of my proudest nodes due to how slick it looks. it can: A-  Make a Compost image out of given R G B channels. B- Take the R G B channels out of a given image

3- MTX Rotate and Simple Rotate

MTX Rotate lets you rotate the image around a point while Simple Rotate rotates in 90º increments.
simple rotate was done really poorly and introduces some artifacts that i have have no idea  on how to fix

4- CossCut

Gets a line of pixels in the image and repeats it trough the output image

5- Alpha Cut

Makes the pixels of the input texture transparent with a given Alpha texture


My Best Node to date, it let you "bend your image in the z  axis", it changes the scale of your image with a given texture and depth and clamps it

i'm now trying to make a node that get 3 textures and makes a isometric one with... varying amounts of success. But when i get it working i'll post it right away

still a long way to go, but here's the first step

The Isometric Block

Turns X,Y,Z textures into a isometric tile with ajustable size controls

(yes this is a 62x62 tex)

Your nodes are awesome, love them all!

Thanks, i've made some more but it isn't IsoStairs lol. i'll post it here anyway

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See the following pastebin for "XYCutoff" -- while it is similar to Crosscut takes a different approach

NODE XY-Cutoff Useful for creating platformer tiles by combining images

suggestions to Tilemancer author:

  • Would like to see this tool produce tiles up to a larger size, so then I could do a node called "tilemap creator" using the standard tilemap format for platformers and 2.5d RPGs ... or perhaps you could just add that yourself .. like some way to combine tiles into a tilemap...   ie maybe set up a template.. example  
  • Would also like to see mouse wheel scroll the left Node List
  • See comments in this .lua (above) for a question re: parameters

Great nodes dude! but just a heads up, the dev stopped working on tilemancer on 2019 to work on tilesetter, which is an image based tilemap gen

Still awesome that people are creating nodes for Tilemancer, I still use it for various things and it's cool to come back and find more new nodes to mess with!


A way to create staggered bricks and other effects by creating repeating patterns from a source texture, and offsetting them.

I think people should still post to this thread but you can also stick your code here and link to it

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Normal Map  (not the same as the one in Lighting)

I noticed the Colorizer on my system did not work at all, nor did the "addCRamp", so I fixed it

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Here's Border, that is similar to XYCutoff but is a simple square border around a tile  

Usage example:  (Border node format was refined after this, so takes up less screen space)

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Congrats on the new page LAS
imma use this new page and post the nodes i talked to Naddox about 
they're some meh nodes i was waiting to post together with IsoStairs and IsoRamp but lately i don't have much time to work on any of those
and now LAS reminded me of this place i feel kinda obligated to not let these go to waste 

it's conway's game of life, pretty useless tbh, but very fun

Stacker is a quick way to "stack" textures, using black(RGB =< 0) on the top image as transparency

Screentone is stylized Dithering with 7 dithering styles and steps control

anyway, these are not top tier nodes but i hope you like them

i also wrote one that let's you use a Red and Green image as UV and map an image onto it but it's very awkward to use and it often lead to buggy results if i finish it ill post it

sure, also please feel free to submit in a pull request

pull request?

I copied your stuff manually but you can also contribute directly to the repo

tutorial on pull requests:

1. Visit Tilemancer-Nodes

2. Edit a file (pencil icon) or Create File

3. Edit / add code

4. Submit / describe / create pull request


Circle generator

Color Replace