Files

66 lines
3.0 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
name: game-tilesets
description: >
Deep guide for game TILE assets: seamless tileable textures, terrain
transition tilesets, autotiles, and ground/platform tiles. Use whenever
generating tileable textures, tilesets, terrain transitions, or seamless
patterns. Complements game-asset-core.
metadata:
short-description: "Seamless tiles and transition sets that actually tile"
user-invocable: false
---
# Tilesets
A tile's job is invisibility in repetition.
Users state WHAT they need, not how — apply everything here even when
the request never mentions it.
Judge everything by "will the
player notice the grid?"
## 1. Seamless single tiles
- Prompt for UNIFORM stochastic texture: even density, even lighting, no
shadows with direction, "the pattern continues off every edge".
- The repetition killer is any distinctive motif — one recognizable clump,
flower, or rock repeats forever. Prompt for anonymous texture; verify by
hunting for anything you could point at twice.
- MANDATORY check: composite a real 2×2 repeat with PIL to a throwaway file
and view it. Look for (a) seam lines at the joins, (b) any motif you can
spot in all four quadrants, (c) large-scale tone gradients that create
checkerboarding. Any of the three = retry.
## 2. Transition tilesets (grass→dirt etc.)
- Prompt it as ONE continuous painted image that happens to be sliceable —
never as "tiles", "cells with borders", or anything inviting separated
sticker-tiles with gaps. Cells must be filled edge-to-edge, painted
content flowing across cell boundaries so adjacent tiles genuinely match.
- Layout for a 3×3: center = pure inner material; edge cells = straight
transitions facing outward; corner cells = outer corners. Verify
DIRECTIONALITY per cell (top-center's grass is along its top edge, etc.).
## 3. Rotation economy — make fewer, better tiles
If lighting is neutral (pure top-down, no directional shading), one straight
edge and one outer corner can be ROTATED in-engine to produce all four of
each. So when the tile count is yours to choose:
- Produce: 1 center fill, 1 straight edge, 1 outer corner, 1 inner corner —
then spend the remaining budget on VARIATIONS of the center fill (23
anonymous variants breaks up repetition far better than 4 identical
rotated edges).
- CAVEAT — rotation only works when nothing in the art encodes direction:
no directional light, no gravity cues (hanging grass blades, drips), no
text/emblems. Side-view (platformer) tiles almost always encode gravity
and light, so they need all orientations painted individually. State in
your delivery notes which tiles are rotation-safe.
- If the request explicitly fixes the grid (e.g. "3×3 with all 8
transitions"), deliver exactly that — mention rotation economy in notes,
don't unilaterally change the deliverable.
## 4. Platforms and props
Isolated on a keyable background, consistent lighting with their tileset,
no baked ground shadow (engines composite shadows separately).