PROJECT TYPES
TileForge ships three project flavours. Pick the one that matches the asset you're shipping — they share the editor, palette, frame model, and undo stack so muscle memory carries across.
AUTOTILE FORGE (tileset). You paint 6 small patches — body, edge, outer corner, inner corner, plus two preview-only patches (edge cap, bottom edge) — and the generator stitches every legal 8-neighbour combination into a full platformer terrain set. Top-down terrain works too — same generator, no extra setup. Exports: Showcase pack PNG (5 assembled shapes incl. the 1×5 Island), source 7×7 tilesheet (the full 47-blob set, every combination explicit so engine importers never auto-derive), JSON metadata with bitmasks + neighbour flags, and a ZIP bundle (source tilesheet + JSON + README).
SPRITE STUDIO. Frame-based timeline plus a global layer stack. Each (frame, layer) pair is a "cel" — its own painted image, blended into the canvas through the layer's blend mode and opacity. Animate, scrub, loop. Exports: sprite-sheet PNG with configurable columns + spacing, or animated GIF with per-frame durations and a configurable loop count.
VOXEL FORGE. The same sprite editor, but with a depth tool. Every painted pixel becomes a stack of cubes (2N+1 deep where N is your depth value 0–31). Optional placement (Z-shift) lets you slide a pixel's slab forward or back along the camera axis. Each timeline layer is its own 3D model; the top layer overrides any cubes the lower layers would draw at the same coord. Exports: glTF (.glb) or OBJ.