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Getting Started

Create your first project

Use this guide to get from a blank workspace to a saved 2D Tiler project with a map, tileset, and repeatable editing flow.

Step 1

Start from the editor

Open the web editor when you want to create a new project or continue a local browser workflow. A project can contain maps, tilesets, image assets, object data, and export-ready metadata.

  1. Open the editor from the website header or call-to-action button.
  2. Create a new project or import a native .2dp project backup.
  3. Save early with Ctrl+S or Cmd+S once the first map and tileset are in place.

Step 2

Set up the first map

Create a map with the tile size your game uses, then keep the grid consistent while you add layers and tilesets. Consistent tile size makes painting, autotile rules, object placement, and engine export easier to reason about.

  1. Choose the map dimensions and tile size for the scene you are building.
  2. Add a tile layer for the main ground or structure pass.
  3. Import or select a tileset before you begin painting tiles.

Step 3

Use native files for backups

2D Tiler supports native files for full projects, individual maps, and individual tilesets. Use these files when you need to move work between browsers, share work with another machine, or keep a versioned backup outside browser storage.

  • .2dp stores a full project.
  • .2dm stores a single map.
  • .2dt stores a single tileset, including native tileset metadata such as autotile setup.

Next guides

grid_view

Paint maps with layers and objects

Use paint, erase, fill, select, autotile, layers, object shapes, and fast shortcuts to build editable levels.

output

Move projects into game engines

Import and export native files, raster images, Phaser bundles, Tiled maps, Godot scenes, Unity bundles, GameMaker rooms, Defold resources, tIDE maps, and Mappy FMP maps.

keyboard

Keyboard shortcuts

Keep editing fast with tool, brush, save, export, zoom, orientation, clipboard, and find-and-replace shortcuts.