Autotiling Tilemap Shaders


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Download demo: https://1drv.ms/u/s!AppH38QcoEBfh-RIhch1_DK_QjFZHw

Forum thread: https://forum.yoyogames.com/index.php?threads/autotiling-tilemap-shaders.3295/

This extension includes two shaders which autotiles and depth sorts your tiles in an instant. There's a collection of 5 scripts which makes it easy to use the extension. Usually you would organize your tiles and create edges and corners etc. on the CPU, but this can be quite slow some times, so this asset focuses on doing these tasks on the GPU which can give you a great performance boost. Shuffling and updating all tiles in the window every step can be done with a steady 60+ frames per second.


  • Can be used for both sidescrollers and topdown games (and more).
  • Autotiling with fill, edges, outer corners and inner corners.
  • Tile variants. Makes the terrain look less random by varying between slightly different tile textures.
  • Adjustable tile size.
  • Specify different depth values for each tile sprite, tiles with the same depth connect to each other.
  • Support for chunk-based tile systems.
  • Very fast tile updates. The asset was made with focus on runtime efficiency.
  • Commented and organized code.
  • All GML and GLSL ES, no external libraries.

Note: The extension has been developed and tested using the Windows export module. Might work on other platforms as well, but this is not guaranteed.

Remember to read the asset's EULA:

End User Licence Agreement (EULA).

Version 1.0.2. Published February 28, 2018

Created with GameMaker: Studio v1.4.1772

Age Rating: 4+

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Nicolai G 15 April 2019


Lukas O 29 July 2018

Very Good


Is there a way to avoid these edges (see photo). Im using for every chunk a ats_rectangle instance, but then i get edges. Is there a solution to avoid it? I know i could use a global grid, but i think it isnt the best way in termes of performance.

At the 1st photo i tried to set the chunk tile grid one tile bigger at each side, and at the other everthing is default



Mytino (Publisher) 05 August 2018

Yes. The way you did it in the 1st photo is correct, but you have to do a bit more.

Your chunks have 16x16 tiles. The ATS rectangle should then be 18x18 tiles, and the DS grid should be 18x18 cells. The extra tiles are padding that the DS grid will use to store the neighboring chunks' tile values. So make sure to copy the neighbor chunks' tile values into the padding. When you then draw the ATS rectangle, you should not draw the padding values. You should draw it from tile x = 1, and tile y = 1, with width 16 and height 16. This is because the padding is just used for referencing neighbor chunks in order to correctly render edge blocks.

I saw you sent me a mail, so you can continue asking there if you have further questions.


Dong-gi P 08 April 2016

need update

texture glitch.

maybe after window target texture advanced update.

--------- ADD --------

im very sorry Mytino! it Resolved. thank you :)

This review was left for a previous version of this asset.


Mytino (Publisher) 02 November 2016

Maybe you forgot to read the README script? If you don't create a texture group for your tiles, you might end up with something looking like a texture glitch. The README script contains detailed information about how to make it work.


davide m 27 October 2015


I'm trying to learn how to develop a game like Terraria-Starbound, and this asset is teaching me a lot of things.
Awesome asset, as usual (Mytino is in the top 3 of my favourite MP publishers rank)!

This review was left for a previous version of this asset.


Mytino (Publisher) 27 October 2015

Glad to hear that, thanks for the great reviews! :)

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