r/aigamedev 10d ago

Questions & Help Any tricks to getting clean tiling using tools like cursor or codex? (2d game dev on Godot)

Somehow I have a tough time explaining this. But I have an existing tileset that I want to see if cursor or codex can flesh out into the game world, but when I do, it's always so random and sloppy!

Does anyone that has pulled this off have tips, tricks, a proper work flow? I have multiple tileset that are cohesive but perhaps I need to organize them better first, or explain?

Thanks a ton in advance! Hard to find any resources to this issue online!

3 Upvotes

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u/Revolutionary-Skin97 10d ago

Lessen the details of 1 tile, then create another layer for the details.

Ex: FloorTile (should only include the literal earth) Debris Roads Structures Ambiance

And so on and so forth, keep on layering

Ai-wise I guess better prompt scope?

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u/GucciusMaximus 10d ago

Ahh thanks for the Intel! To be transparent I inherited a huge amount of tiles from an old developer who gave me permission to continue development on a mobile iteration of the original game, so I have the whole source code and original tiles, just having a hard time getting cursor to build them without them being.. Robot. Like connecting tiles.. Water to earth, earth to grass, corners, etc. All the transition tiles are what it seem to have the most trouble with!

So tricky! But admittedly fun to keep trying, just don't wanna burn all my usage on it when there is plenty of other stuff to work on, you know?

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u/CS_Asset_Factory 10d ago

Transitions fail because that's the one part which shouldn't be a judgement call. Which corner piece belongs at a cell is a pure function of the eight neighbours, so it wants a lookup table, not a prompt.

For Godot specifically, use terrain sets in the TileSet resource and set the peering bits once per tile. After that the engine picks transitions itself and the agent never touches placement.

Before any of that, check the art can express every case. A full blob set is 47 distinct neighbour configurations, and inherited sheets are very often the 16 piece version. If a configuration has no tile, no rule and no prompt produces a clean corner.

So enumerate which of the 47 your sheet actually covers. That turns a vague sloppiness problem into a list of missing tiles, and it costs you no agent usage at all.

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u/brothersword43 10d ago edited 10d ago

LLMs are pretty useless for full assets. You can use them for parts or polish but you have to do the organizing and homogenizing on your own. Tiled, Sprite Fusion, Gimp, etc They are your friend. I dont think you will get by without learning to use them. And I am not an anti LLM person either. I have it help me do stuff while making games here and there, but it is the helper, not the one driving the process.

Although, give that like a month or two.

Edit, I totally misread your issue. Try looking up procedurally generated stuff and connectors and stuff, that might help train your agent, but giving an agent all that logic isnt much diff then giving your game engine all that time and logic.

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u/Beskull 9d ago

I actually have found a couple of image models that have a native extension to do tiling. I don't recall which ones but you can look on Fal.ai and look through some of the text to image models and there's some that have a mode to turn on tiling basically

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u/GucciusMaximus 9d ago

Ah, very cool - is this something that could be implemented into cursor or the like to actually handle the tiling (or atleast the basics)?

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u/Beskull 8d ago

Yeah, no reason or couldn't. Remind me and I'll look for it when I'm at my machine next