Custom tilesets and music
Give your game its own look and sound, and change the map size.
Open City settings from the city menu (the arrow next to the city name).
Map size
Set the width and height (6 to 128 tiles) and press Resize. Content stays anchored to the top-left corner: growing adds space to the right and bottom, shrinking cuts from there. Resizing clears the undo history.
The size applies to the map that's open, so open an interior first to resize it.
Tilesets
Press Import tileset and choose an image.
- Format: PNG, WebP, AVIF or GIF.
- Layout: tiles on a regular grid, with no spacing or margin between them.
- Tile size: 16, 24, 32, 48 or 64 pixels. Each tile fills one map tile, so bigger tiles are drawn at a higher resolution.
- Name: shown on its tab above the tile palette.
The tileset appears as a tab next to Hoenn. Paint with it like any other tiles, on any layer.
| Logged in | Not logged in |
|---|---|
| Uploaded to your account, up to 4 MB. | Stored inside the city, up to 512 KB. Share links get bigger. |
Removing a tileset erases every tile painted with it.
Collision for custom tiles
DreamMist doesn't know which of your tiles are walls. Automatic collision blocks every custom tile on the Objects layer, so paint walkable decoration on the Ground layer, or fix it on the Collision layer.
Making a tileset with AI
Import tileset → Make it with AI has a prompt for each kind of tileset, adapted to the tile size you pick. Here they are for 16 px tiles. Replace the parts in brackets.
AI tools usually draw bigger than asked and rarely line tiles up exactly. Shrink the result to the exact size with nearest-neighbor scaling (Aseprite, Piskel, LibreSprite, or GIMP with interpolation set to None), then check the grid in a pixel editor before importing.
Ground: Terrain for the Ground layer. Tiles are solid and repeat seamlessly.
Pixel art top-down tileset for a Pokémon-style game, in the style of Pokémon Ruby, Sapphire and Emerald (Game Boy Advance).
Theme: [describe the place, for example a snowy mountain village].
Contents: ground tiles only: plain ground, tall grass, a path, sand or dirt, water, flowers, and the edge and corner pieces where each path or water area meets the plain ground (a 3×3 block per terrain: four corners, four edges and the center).
Layout: a grid of 8 columns and 8 rows where every tile is exactly 16×16 pixels (the whole image is 128×128 pixels), with no spacing, margins or gaps between tiles.
Style: straight top-down view, crisp pixels, no anti-aliasing, no blur, a limited palette, soft GBA colors, every center tile seamless when repeated next to itself.
Every tile is fully opaque. No text, no grid lines, no labels, no border.Buildings and nature: Houses, trees, fences and signs for the Objects and Above layers, on a transparent background.
Pixel art top-down tileset of objects for a Pokémon-style game, in the style of Pokémon Ruby, Sapphire and Emerald (Game Boy Advance).
Theme: [describe the place, for example a seaside fishing town].
Contents: [list what you need, for example two small houses, a shop, trees, bushes, rocks, a fence, a mailbox, a sign post, flower pots].
Layout: everything lined up on a grid of 16×16 pixel tiles, 8 tiles wide (128 pixels wide), with no spacing or margins. Big objects like houses and trees span several whole tiles and start exactly on a tile edge. Leave empty tiles fully transparent.
Style: 3/4 top-down view like the Game Boy Advance games, crisp pixels, no anti-aliasing, no blur, a limited palette, a 1-pixel dark outline.
Background: fully transparent. No ground under the objects, no shadows on the ground, no text, no grid lines, no border.Inside: Floors, walls and furniture for interiors.
Pixel art top-down interior tileset for a Pokémon-style game, in the style of the house and Pokémon Center interiors in Pokémon Ruby, Sapphire and Emerald (Game Boy Advance).
Theme: [describe the room, for example a cozy wooden cabin or a modern gym].
Contents: floor tiles that repeat seamlessly, a back wall with a top edge, a doorway and a door mat, windows, a bed, a table and chairs, a bookshelf, a TV, plants, a rug, stairs.
Layout: everything lined up on a grid of 16×16 pixel tiles, 8 tiles wide (128 pixels wide), with no spacing or margins. Furniture spans whole tiles and starts exactly on a tile edge.
Style: 3/4 top-down view, crisp pixels, no anti-aliasing, no blur, a limited palette, a 1-pixel dark outline.
Background: floor and wall tiles are fully opaque; around furniture and on empty tiles the background is fully transparent. No text, no grid lines, no border.Music
Each city has two songs:
- Town music plays while walking around.
- Battle music plays during battles.
Press Upload to replace one with your own file (mp3, m4a, ogg, wav, webm or aac, up to 12 MB). The cross goes back to the DreamMist default. Custom music plays for everyone who visits your city, and in every interior.
Uploading music needs an account.
Sprites
Custom looks for people and Pokémon are covered in Custom sprites.
Rights
Only upload art and music you made or are allowed to share. Credit the authors in your city's description on Explore.