Question: How do you use autotiling in GameMaker?


Autotiling in GameMaker is a feature that allows developers to easily create complex maps using tilesets that automatically select the correct tile based on their neighbors. This feature is particularly useful for creating seamless terrains and environments without having to manually place each variation of a tile.

To use autotiling in GameMaker, follow these steps:

1. **Create a Tile Set:**
   - First, create your tiles in an image editing program. You'll need to design each possible variation of a tile to cover all combinations of neighboring tiles.
   - In GameMaker, go to the tileset editor and import your tiles. Define each individual tile by selecting them.

2. **Enable Autotile:**
   - Once you have your tile set, you can enable autotiling by selecting the 'Auto-Tile' option in the tileset editor and choosing the appropriate tiling method (e.g., 47-tile method or 16-tile method) which determines how many unique tile variations you have created.

3. **Set Bitmask Values:**
   - For each tile, assign the correct bitmask value. These values determine where a tile should be placed based on the surrounding tiles.
   - Typically, a bitmask is an 8-digit binary number where each bit represents the presence (1) or absence (0) of a neighboring tile.

4. **Painting with Auto Tiles:**
   - In the room editor, select your auto tileset and begin painting.
   - As you paint, GameMaker will automatically choose the correct tiles from your tileset based on the surrounding tiles to ensure continuity.

Here's a simple example code snippet to illustrate tile placement based on bitmasking in GML (GameMaker Language):

// Assuming 'tileData' is a 2D array representing your map,
// and 'autoTileIndex' is the index of the tile in your tileset

for(var y = 0; y < room_height div tile_height; y++) {
    for(var x = 0; x < room_width div tile_width; x++) {
        var bitmask = 0;
        // Check surrounding tiles to generate bitmask
        if(tileExists(x, y-1)) bitmask += 1;
        if(tileExists(x+1, y)) bitmask += 2;
        if(tileExists(x, y+1)) bitmask += 4;
        if(tileExists(x-1, y)) bitmask += 8;

        // Determine the correct tile based on bitmask
        var tileIdx = autoTileIndex[bitmask];
        tileData[x][y] = tileIdx;

// Helper function to check if a tile exists at a given coordinate
function tileExists(x, y) {
    return (x >= 0 && x < room_width div tile_width &&
            y >= 0 && y < room_height div tile_height &&

Keep in mind that the code above is a simplified example. Your implementation might differ depending on the complexity of your tileset and the specific rules for your game's environment.

In conclusion, autotiling in GameMaker streamlines the map creation process and helps maintain visual consistency. By configuring your tileset correctly and utilizing GameMaker's tools, you can easily create intricate levels with much less manual effort.

Was this content helpful?

White Paper

Free System Design on AWS E-Book

Download this early release of O'Reilly's latest cloud infrastructure e-book: System Design on AWS.

Free System Design on AWS E-Book
Start building today

Dragonfly is fully compatible with the Redis ecosystem and requires no code changes to implement.