What problem does it solve?
Building a reusable Godot TileSet by hand requires painting dozens of autotile transition slots, configuring peering bits, and writing .tres resources manually, which is error-prone and slow. This Skill automates the full pipeline from a text brief and optional art references to a validated, native Godot TileSet.
Core Features & Use Cases
- Fixed Autotile Profiles: Supports the versioned marching_squares_15 (4x4 grid, Match Corners) and blob_47 (8x6 grid, Match Corners and Sides) terrain profiles with deterministic slot coordinates and peering bits.
- Provider-Based Art Generation: Generates the source terrain materials through native, Codex, Gemini, or OpenAI image providers with full provenance tracing and controlled claim of generated images.
- L0-L4 Validation Ladder: Validates the request contract, atlas integrity, compilation, headless Godot loading, and structural equivalence of the loaded TileSet against the generated recipe.
- Use Case: A game developer needs a shoreline terrain set for a 2D prototype. They supply a brief naming the foreground water and background sand materials, select blob_47, and receive a compiled .tres TileSet plus atlas ready to reference from any TileMap.
Quick Start
Ask the agent to generate a Godot TileSet with asset_type tileset, a stable asset_id, a brief describing the terrain, and a spec choosing either the marching_squares_15 or blob_47 autotile profile with tile size and terrain materials.