| .. | ||
| main.lua | ||
| package.json | ||
| README.md | ||
pxl8 Tile Properties Extension
Aseprite extension for editing custom tile properties that are exported to pxl8 engine.
Installation
-
Copy this directory to your Aseprite extensions folder:
- Windows:
%APPDATA%\Aseprite\extensions\tile-properties - macOS:
~/Library/Application Support/Aseprite/extensions/tile-properties - Linux:
~/.config/aseprite/extensions/tile-properties
- Windows:
-
Restart Aseprite
Usage
- Open a tilemap sprite in Aseprite (File → New → Tilemap)
- Create your tileset with tiles
- Select a tile in the Tileset panel
- Go to Edit → Edit Tile Properties (menu will be enabled when a tile is selected)
- Add/edit custom properties:
- Name: Property key (e.g.,
solid,terrain,move_cost) - Type:
boolean,number, orstring - Value: The property value
- Name: Property key (e.g.,
- Click Apply to save
Example Properties
For a grass tile in a tactical RPG:
solid(boolean):falseterrain(string):grassmove_cost(number):1defense_bonus(number):0
For a wall tile:
solid(boolean):trueterrain(string):wallblocks_sight(boolean):true
How It Works
Properties are saved directly into the Aseprite file using the tile properties API. When pxl8 loads the tilemap, these properties are automatically extracted and made available in your Fennel/Lua code via pxl8.tilemap_get_tile_data().