Regionly

Free · no signup · your image never leaves your browser

Walkability map maker

Characters walking through beds and idling on tables usually means collision data that was eyeballed in code. Draw it on the art instead: polygon the walkable floor, box the blockers, pin the doors and spawn points, and export JSON your engine — or a small converter script — consumes directly.

Open the editor — free

How do I turn room art into a walkability map?

  1. Drop the room render into the editor (or paste it with Ctrl+V).
  2. Trace the walkable floor with the polygon tool — click the corners, drag any vertex afterward to tighten it. Box or circle the furniture and props that block movement. Drop point markers on spawn points and doors. A note like "blocks movement" travels with each region into the export.
  3. Hit Done and take the JSON: polygons as point lists, boxes as x/y/width/height, points as coordinates — in exact pixels and normalized 0–1, so the data survives a resize of the art.

What JSON does my game engine get?

{
  "label": "walkable floor",
  "regions": [{
    "type": "polygon",
    "note": "player can move here",
    "pixels": { "points": [[32,196],[608,196],[608,452],[32,452]] }
  }]
},
{
  "label": "bookshelf",
  "regions": [{
    "type": "rect",
    "note": "blocks movement",
    "pixels": { "x": 448, "y": 60, "width": 128, "height": 96 }
  }]
}

Same-label regions group automatically — mark every obstacle in the room and they arrive as one entry with all the geometries. The file is deliberately engine-agnostic: write a small converter once that maps it into your engine's collision format, and because the schema is versioned, that converter keeps working. Field-by-field reference in the docs.

Does this hold up in a real project?

It's how Regionly's own maker builds. He marked walkable floors and blocked furniture across 10 top-down game rooms, ran the exports through a converter script, and the result drives character movement in a live village dashboard — characters path across real floor polygons and route around the furniture boxes. Each room lived in its own project file, so when a room's art changed, re-marking it took minutes rather than a session of nudging rectangles in code.

Can AI rough in the map first?

Yes. Click the purple Auto button and AI suggests labeled regions — on game rooms it looks specifically for walkable floor, obstacles, and doors. Type an optional hint ("the rug is walkable") to steer it, then drag vertices and fix labels before you export. Auto is opt-in: the image is sent solely for that analysis and never stored, and in normal use nothing leaves your browser at all. It's part of the $5/month Premium plan.

How do I handle a whole map of rooms?

Free editor: one image at a time, each room saved as its own project file you can reopen and keep editing. Premium — one $5/month plan — adds multi-image projects and batch export, so a full room set lives in one place and exports in one go. For the broader picture on hitboxes, triggers, and 3/4-view rooms, see game map regions.

Mark your first room