Hi all — I built an extension that composes complete autotile sets inside Aseprite, and I’d like feedback from people who actually ship tilesets.
You draw six template tiles (interior, inner-corner cross, and the four corners of a 2×2 island), run Sprite → AutoBlob: Generate Blob Tileset, and it lays out every combination tile on a grid in a new sprite — palette preserved, original untouched.
- blob47 — the full 8-neighbour set with inner corners (what Godot terrains, Tiled and GameMaker autotiling expect)
- edge16 — the classic 4-neighbour set
- JSON mask→tile-position export for engine importers, bit order documented
- Works in RGB, grayscale and indexed modes, any even tile size
On testing, since that’s the part I’d want to know about as a buyer: there’s a headless suite that checks all 47 bitmask cases against a hand-derived oracle, plus an end-to-end test that runs real Aseprite in batch mode and compares its output pixel-for-pixel against that reference. Both sheets come back identical. (It caught a real bug during development — Image:drawSprite wants a frame number, and app.frame is a Frame object in 1.3+.)
It’s $5.99 on itch, and 30% off through August 6: AutoBlob — Blob Tileset Generator for Aseprite by Violetpixel13
Two honest notes: the code is AI-assisted and disclosed as such on the listing; and everything it generates comes from your own artwork — there’s no image generation in it.
What I’d most like to know is which autotile layout you need. If your engine expects a different mask order, tell me and I’ll look at adding it.