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Pixx Suite

Build · Tilemap & world builder · Beginner

Pixxori — getting started and how-tos

Build game levels from 58 biome kits with generated tilesets, props and one-click level generation, then paint, add collision and export to Tiled or LDtk.

Open Pixxori

#What Pixxori is for

Pixxori is a tilemap and level editor. Start from one of 58 biome kits, each a complete tileset in matching colours with ground, liquids, slopes, ledges and 46 props, and let Pixxori generate a whole level in one click. Or bring your own tileset and paint by hand. When you're done, export for Tiled, LDtk, CSV or as a picture.

It works for side-view platformers and top-down maps, including dungeons.

#Your first level in 5 minutes

  1. Open Pixxori and click Kits in the top bar (the globe icon).
  2. Pick a biome, for example Bloom Cliffs or Magma Caldera. Use the group chips or the search box to browse.
  3. On the right, choose the View (Side-view platformer or Top-down), a Tile size (16px is a good start) and a Level size.
  4. Click Create the level. Pixxori builds the tileset, the terrain, liquids, ledges, props, a spawn point and an exit.
  5. Not quite right? Open Kits again and click Shuffle for a different layout of the same biome.
  6. Click Export and choose a format.
Biome kits & levels: pick a biome, a view and a size, then create the level
Biome kits & levels: pick a biome, a view and a size, then create the level

#How-tos

#How to paint tiles

  1. Choose the Brush tool (B).
  2. Click a tile in the Tileset panel on the left, or drag across several tiles to paint a multi-tile stamp.
  3. Paint on the map. Use Size in the options bar for bigger brushes.
  4. Other tools: Erase (E), Fill (G), Rect (R), Line (L) and Pick (I, or Alt+click) to grab the tile under the cursor.

#How to use autotiling for terrain

Kit terrains (grass, stone, sand, lava…) are autotiles: when you paint or erase, Pixxori picks the right edge and corner pieces for you, and rebuilds them as you keep painting. Rectangles, lines and fills autotile too, so a big shape is one drag.

#How to place props

  1. In the Kit panel on the left, scroll to the props (trees, rocks, ruins, torches, chests…).
  2. Click a prop to paint it.
  3. Shift+click several props to build a scatter set, then use Scatter (P) to drop them at random empty spots. A density slider controls how many.
  4. Torches, lanterns, banners, portals and cogs are animated: turn Anim on in the options bar to watch them.
A generated side-view level: tileset on the left, layers on the right
A generated side-view level: tileset on the left, layers on the right

#How to work with layers

  1. The Layers panel lists tile, object and collision layers, for example Sky, Far, Mid, Ground, Liquids, Props, Collision and Objects.
  2. Click a layer to paint on it. Use the eye to hide it and the lock to protect it.
  3. Add layers with + Tiles, + Objects or + Collision, and reorder them with the arrows.
  4. Give background layers a Parallax value (0.5 = moves at half speed), then click Parallax in the options bar to preview the depth while you pan.

#How to add collision

  1. Select the Collision layer and the Collision tool (C).
  2. Choose a kind: solid, one-way platform, slopes, ladder, water or hazard.
  3. Paint it, or let Pixxori build it for you: every kit tile already knows its collision kind, so it can be rebuilt automatically from the tiles.

#How to add spawn points, doors and triggers

  1. Choose the Object tool (O) and click to place an object (hold Shift to place it off the grid).
  2. Give it a name, type, size, colour and custom properties.
  3. Drag to move it; press Delete to remove it.

#How to copy, paste and reuse parts of a map

  1. Choose Select (M) and drag over an area.
  2. Copy (Ctrl+C), cut (Ctrl+X), paste (Ctrl+V) or delete it.
  3. Save it as a stamp to reuse it later; stamps are kept in your project.

#How to use your own tileset

  1. Click Add a tileset… under the Tileset panel and choose an image.
  2. Set the tile size, margin and spacing, and check the live grid.
  3. You can use several tilesets in one map.
A generated top-down town with water, paths, houses and chests
A generated top-down town with water, paths, houses and chests

#Exporting and sharing

Click Export (Ctrl+E) to download:

  • Tiled (.tmj or .tmx) with the tileset images, animated tiles, collision and objects.
  • LDtk JSON with tiles, collision values and entities.
  • CSV, one file per layer.
  • The map as a PNG (1–4× size).
  • The editable Pixxori project file.
Export the map: pick Tiled, LDtk, CSV, PNG image or the project file
Export the map: pick Tiled, LDtk, CSV, PNG image or the project file

Send to App sends the map picture, the current tileset as a sprite sheet, or its colours as a palette to another Pixx app. Library opens sprite sheets or images from other apps as a new tileset, or recolours your tileset with a palette from Pixxulo. See Send to App. Cloud saves the whole project to your Pixx account.

#Tips and shortcuts

  • B brush · E erase · G fill · R rect · L line · P scatter · M select · I pick · C collision · O object · H pan (or hold Space) · Z rotate the brush · X / Y flip · [ / ] change layer · 0 fit · + / − zoom.
  • Ctrl+Z / Ctrl+Y undo and redo every edit · Ctrl+S save the project · Ctrl+E export.
  • Random (options bar) paints a random tile from your selection each click, great for grass and stone variety.
  • Maps can be huge (up to 4096 × 4096 tiles); zoomed far out, Pixxori shows a quick overview.
  • On a phone, the tileset and layers open as bottom sheets and tools come from the bottom bar.

#Troubleshooting

  • If rotated tiles look wrong in LDtk, that's an LDtk limit; Pixxori warns you. Avoid rotating tiles if you use LDtk.
  • If the map is empty after opening, check the right layer is visible (the eye icon) and press 0 to fit.
  • If regenerating a level replaced your edits, use undo right away. Regenerate always rebuilds every layer, so Pixxori asks first.
  • If your engine shows gaps between tiles, export at 1× and turn off texture smoothing in your engine.