game-tilesets

Generates seamless tileable textures and terrain transition tilesets for game engines.

Updated Sep 17, 2026
One-click install
npx skills add https://github.com/scomofo/midi-stage2 --skill game-tilesets-scomofo
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-tilesets
Source: https://github.com/scomofo/midi-stage2/tree/main/.grok/skills/game-tilesets
Command: npx skills add https://github.com/scomofo/midi-stage2 --skill game-tilesets-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game tiles often reveal visible seams, repeating motifs, and mismatched edges when tiled in-engine, breaking visual immersion. This Skill provides prompting and verification guidance for producing tile assets that repeat invisibly. ## Core Features & Use Cases - Seamless Single Tiles: Prompts for uniform stochastic textures and mandates a PIL-based 2x2 repeat composite check to catch seams, repeating motifs, and tone gradients. - Transition Tilesets: Guides creation of 3x3 grass-to-dirt style transition sets painted as one continuous image with correct per-cell directionality. - Rotation Economy: Reduces tile count by producing rotation-safe center, edge, and corner tiles plus center-fill variations when lighting is neutral. - Use Case: When asked to generate a terrain tileset for a top-down RPG, apply these rules to deliver a center fill, one straight edge, one outer corner, and fill variations that tile without visible grid lines. ## Quick Start Generate a seamless grass texture and a 3x3 grass-to-dirt transition tileset for my top-down game, verifying the tiles repeat cleanly.

Frequently Asked Questions about game-tilesets

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a seamless tileable texture for a game?▼

Prompt for a uniform stochastic texture with even density, even lighting, and no directional shadows, avoiding any distinctive motif that repeats visibly. Then composite a real 2x2 repeat with PIL and inspect it for seam lines, repeated motifs, and tone gradients before delivering.

How to make a terrain transition tileset like grass to dirt?▼

Prompt it as one continuous painted image that happens to be sliceable, never as separate cells with borders. For a 3x3 layout, the center is pure inner material, edge cells are straight outward transitions, and corners are outer corners, with directionality verified per cell.

Can game tiles be rotated in-engine to reduce tile count?▼

Rotation works only when the art encodes no direction: neutral top-down lighting, no gravity cues, and no text or emblems. Side-view platformer tiles encode gravity and light, so all orientations must be painted individually.

Why does my tiled texture show a visible grid in-game?▼

Visible grids come from seam lines at tile joins, a recognizable motif repeating in every tile, or large-scale tone gradients causing checkerboarding. Any of these three in a 2x2 composite check means the tile must be regenerated.

What tiles should a minimal transition set include?▼

When the tile count is flexible, produce one center fill, one straight edge, one outer corner, and one inner corner, then spend the remaining budget on two or three anonymous center-fill variations. Variations break up repetition better than identical rotated edges.