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First scene guide
Close the guide to edit. Reopen it from the header to continue. Next only moves through instructions; it does not perform or verify an edit. Guide position is stored in this browser.
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Close document?
Cancel Keep draft and close Discard and close Save and close
Project
Documents
Open documents Close Scene workspace Open another sceneChoose a scene… Opening another scene replaces the active scene after any unsaved-work confirmation. Switching to retained artwork keeps local work.
Artwork documents
New artwork… Browse / recover artwork…
Artwork
Save scene⌘/Ctrl S
Close document
Scene actions
Scene
Create scene…
Create blockout scene…
Rename scene…
Duplicate scene…
Resize / crop…
Revert unsaved changes…
Delete scene…
Project tools!
Artwork
Objects
Blockout
Stamps
Tiles & sprites 0
New… Import Source…
Edit artwork…
Shared editing / copies…
Update source…
Terrain & collision…
Delete source…
Filters & recovery
All atlases
All kinds Tiles Sprites
Browse & recover…
Choose a tile to paint or a sprite to place. Imported artwork keeps its native size.
Terrain brush
TerrainPaint individual tiles
Paint and Erase update four connected neighbors on the active tile layer. Fill uses individual tiles.
Last import
Spatial blockout
New blockout scene…
Drag regions or click markers. Select to move or resize; use Edit selected object for properties. Alt bypasses snapping.
Camera framing
Camera
Select / move Settings…
Camera & overview…
Customize presets…
Planning only; no jump or climb reachability is established.
Reusable stamps
Create stamp from selection… Open a scene and select tiles or objects first. Use Select (S); enable Across layers to include multiple layers.
StampChoose stamp…
Choose a stamp to place it more than once. Press Escape to return to editing.
Place stamp
Delete stamp
Properties
Layers
Frontmost first
Active layer actions Layer name
↑ Move up ↓ Move down Hide layer
Delete layer
+ Tile layer + Object layer
Drag the grips to reorder layers. Select a layer to edit it. Hidden layers cannot be edited. All layer changes can be undone.
Selection —
Nothing selected
Select an object on the canvas or in the list to edit it, or select tiles on a tile layer.
Edit artwork…
Edit selected object
Preview actionManual Idle Walk
DirectionDown Left Right Up
AnimationStatic frame
Previous Play Next
Playback speed0.25× 0.5× 1× 2× 4×
Show origin in preview
Sequence mappings
Assign imported sequences explicitly for this sprite asset. Mappings are shared by its instances.
Direction Idle Walk
Down Unmapped Unmapped
Left Unmapped Unmapped
Right Unmapped Unmapped
Up Unmapped Unmapped
Unmapped directions show the saved sprite.
Movement preview
Enable movement preview
Click the scene, then use arrow keys or WASD. Escape exits. The gold outline marks the saved position; the cyan box is the collision footprint. Scene edges always stop movement.
Movement speed (px/s)
Footprint offsets are relative to the sprite origin, independent of its artwork.
Offset X
Offset Y
Width
Height
Check collisions
Checks visible tiles and other sprites with authored collision metadata. Markers and trigger areas do not block movement.
Path waypoints (pixel X, Y per line)
Follow path Pause movement Reset position
Save preview settings
Save mappings, choices, speeds, footprint and collision preference in this project. Playback progress and temporary positions are never saved.
Preview only. Playback does not edit the scene or its starting positions.
Convert or remove selection Convert selected sprites to tiles… Remove selected object
Object validation No scene
Draft recovery No checkpoint
Recover unsaved work
Drafts may belong to another open tab. Restoring opens unsaved edits; the saved scene stays unchanged until you save.
Available drafts
Later Download draft Discard draft… Restore draft
Keyboard & workspace help P: Paint / Pencil · E: Erase · F: Fill · S: Select · H: Pan. These shortcuts act on the active scene or artwork canvas.
Artwork only: I: Eyedropper · L: Line · R: Rectangle · M: Move selection. Use arrow keys within tool radio groups. Scene movement preview uses its own keys while active.
⌘/Ctrl S: Save (artwork requires review then confirmation) · Z: Undo · Shift Z / Y: Redo · C/X/V: Copy/Cut/Paste · D: Duplicate. Text entry, dialogs and command popovers keep their own keyboard controls.
Use Hide Library and Hide Inspector at the pane edges for drawing room. Show them again with the same edge buttons. Frames & animation expands timing controls; the active frame and drawing scope remain above artwork.
Close
GBC budgets
Checks the current canvas against 8 background/window slots and 8 sprite slots. Includes hidden layers and all frames of animations linked to placed artwork.
Enable GBC palette checks for this project
Reserve slots for UI/window content, effects and dynamic actors. Leave blank if unknown; enter zero only when no additional slots are needed. Unknown reservations cannot pass preflight.
Background slots reserved
Sprite slots reserved
Optional tile and sprite estimates
Enable static GBC layout v1 estimates
Static layout: BG bank 0, OBJ bank 1; 256 8×8 tiles each. All layers and animation frames resident; no pixel deduplication or camera culling. Blank reservations mean unknown.
BG tiles reserved
OBJ tiles reserved
OAM entries reserved
Hardware sprite size8 × 16 pixels 8 × 8 pixels
Save profile
GBC palette checks are off.
Assumes static residency without palette streaming. Preview playback does not affect counts. A pass covers this palette budget; the game build must verify its remaining requirements. Generic Tiled export stays available.
Run GBC palette preflight Close
Convert selected sprites to static scenery
Save a tile representation with identical pixels first. Only the selected saved sprite objects change. Source artwork, animation sequences and other placements remain. Origins must map exactly to the scene grid. Gameplay metadata requires an explicit change before conversion.
Saved tile region
Convert these poses to static scenery; retain source animations
Cancel Review mapping Replace reviewed placements
Retry preview
Draft details Download snapshot JSON
Download PNG Cancel Edit a copy
Load latest…
Download work
Retry
Your open documents are retained.
Retry opening Cancel opening
Artwork Close ×
New artwork Existing artwork From agent
Create artwork Start with a blank canvas.
Artwork from your agent Preview a draft, then open a copy to continue editing.
Refresh
Recoverable artwork Recover a copy after checking its saved base. The original checkpoint remains available.
Drawing & keyboard help Drag to draw or select. The outlined pixel is your target; Move selection uses a move cursor. Pan with middle drag, Space+drag on the canvas, or Pan then drag/arrow keys. Fit centers the artwork; frame/sheet changes reframe it. Move selections by dragging or arrow keys. Escape cancels a gesture. ⌘/Ctrl Z undoes, C/V copies/pastes. Opacity ranges from 0 (transparent) to 255 (opaque). Toggle Transparent again or choose a color to resume painting.
Frames & animation
Animation
Generate animation review Animation review
Placements this variation will replace
Layers
Properties
Width —
Height —
Total pixels — Frame & representations
Document actions Return candidate to agent
Download work JSON JSON preserves editable work for inspection/reconciliation. Project ZIP exports saved portable project files.
Close / discard draft
World view
Drag scenes to arrange your world, or select one and set its coordinates. Connections describe authoring intent; they do not run game transitions.
Endpoint checks include current unsaved scene edits and hidden layers. Save scene edits separately to retain new or changed endpoints.
Choose a scene X Y Set position Open scene
Connections
Endpoint findings
Author connection
Name
Source exit / trigger Scene Object
Destination entrance Scene Object
DirectionOne-way: source → destination Two-way: source ↔ destination
Each endpoint should use a valid object definition. Two-way connections allow travel in both directions between these same objects.
Add connection Clear / new connection
Close Save world
Object definitions
Define reusable objects with typed fields and shared defaults. Saving updates inherited values and preserves overrides. Definition changes are saved immediately, outside scene undo. Shape and artwork changes apply to new placements.
Edit definition New definition
Name
ShapePoint Rectangle Sprite
Sprite asset
Width (px) Height (px)
Typed fields
Add field
Delete definition Cancel Save definition
Edit object
ID Shape
Name
Definition
Class
X (px) Y (px)
Width (px) Height (px)
Custom properties Choose a type for each value. Property names must be unique. Changing a type resets its draft value.
Add property
Cancel Apply object changes
Create a blockout scene
Plan with labeled geometry and markers. Artwork can be added later on its own layer.
Scene name
Dimensions inPixels Cells Grid8 px 16 px 32 px
Width Height
Gameplay camera
Width (px) Height (px)
Scroll horizontally Scroll vertically
Pixels must divide evenly by the grid. Scenes support at most 65,536 cells and 8,192 pixels per axis; the camera must fit inside the scene. These are configurable planning values, not a runtime camera controller.
Cancel Create blockout
Blockout camera & overview
A read-only snapshot of visible plan layers, including unsaved edits. Artwork is reviewed alongside the plan on the main canvas; these SVGs show planning geometry only. This is not a jump, climbing or physics simulation.
Full route
Download overview SVG
Player camera
Download camera SVG
Close review
Create scene
Choose the canvas dimensions. Imported sprites keep their own native size.
Scene name
At most 65,536 cells and 8,192 pixels per axis (1,024 cells at grid 8; 512 at grid 16; 256 at grid 32).
Width Height Grid 8 px 16 px 32 px
Width and height are in cells. Sprites can be placed at any pixel.
Cancel Create scene
Import artwork or map
Source typegbc-atlas bundle PNG tilesheet Tiled JSON map Forge export ZIP
Choose a Forge project or scene export ZIP. Select scenes, resolve names, then check the final selection. Artwork and definitions are copied with new identities. World connections and project settings are omitted.
Forge export ZIP (up to 40 MiB compressed)
Check selection
Import selected scenes
Cancel Import atlas
Save before switching projects?
This scene has unsaved changes. Save them before switching projects.
Keep editing
Discard and switch
Save and switch
Save before switching scenes?
Keep editing
Discard and switch
Save and switch
Discard unsaved changes? Save this scene before continuing to keep your current edits.
Keep editing Discard changes
Rename scene
Name
Include unsaved canvas edits
Cancel Rename scene
Resize / crop scene
At most 65,536 cells and 8,192 pixels per axis.
Width (cells)
Height (cells)
Keep anchored to
Top left Top center Top right
Middle left Center Middle right
Bottom left Bottom center Bottom right
Green outline: new scene. Red: discarded area.
All layers, including hidden layers, move together. Rectangles crossing an edge are clipped; points and sprites outside by their anchor are removed. Sprite artwork retains its native size. Undo restores the entire edit. Save commits it to disk.
Allow the listed removals and clipping
Cancel Apply resize
Load latest artwork?
This discards this document’s manual edits, Undo/Redo history and recovery checkpoint, then loads its latest saved version. Download work first to keep a copy.
Download work Keep editing Discard edits and load latest
Delete scene?
This scene has unsaved changes. Deleting it also discards those edits.
This removes the scene from this project. Shared atlases and other scenes stay available. This action cannot be undone in the editor.
Keep scene Delete scene
Delete atlas?
Removes the atlas’s imported files from this project. Its original source files stay unchanged. Atlases used by saved scenes cannot be deleted.
Undo/redo history that uses this atlas will be cleared. Your current scene edits will be kept.
Keep atlas Delete atlas