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game-tilesetslisted

For GameGen projects, create and validate game tilesets, terrain transitions and tile metadata for square, isometric or hexagonal levels, including optional SpriteCook generation.
itsjavi/skills · ★ 1 · Data & Documents · score 74
Install: claude install-skill itsjavi/skills
# Build terrain tilesets Read [shared context](../../references/shared-context.md), ready preferences and the tileset provider route. Resolve grid, projection, cell size, terrain layers and the actual adjacency method from the existing project or bootstrap. A material texture and an autotile sheet have different contracts. ## Produce the required pieces Use the accepted palette and lighting. For a terrain set include the required filled, empty, edge, outer-corner, inner-corner and isolated cases for the selected algorithm. Match joins at native resolution and avoid an obvious repeated stamp. Keep decorative props separate from terrain collision. When using SpriteCook, read workflow-essentials and generate-tilesets. Query current tileset options, preserve reference/edit/style ID semantics, use supported piece sets, and save the returned IDs, layout and dimensions. A model stored in preferences is an explicit project choice; validate its support. Respect inherited settings when a provider locks the size or layout for referenced assets. For SpriteCook's 15-piece dual-grid set, read use-dual-grid-tilesets before implementation. Do not feed its indices directly into a different Godot terrain-mask convention. For square, isometric and hex layouts, derive placement, adjacency and collision from the selected coordinate system. ## Verify in a map 1. Create a compact coverage map exercising every supported edge/corner and terrain transition, plus narrow passages and isolated