<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
    <channel>
        <title>Tileset on KnightLi Blog</title>
        <link>https://knightli.com/en/tags/tileset/</link>
        <description>Recent content in Tileset on KnightLi Blog</description>
        <generator>Hugo -- gohugo.io</generator>
        <language>en</language>
        <lastBuildDate>Sat, 20 Jun 2026 13:13:21 +0800</lastBuildDate><atom:link href="https://knightli.com/en/tags/tileset/index.xml" rel="self" type="application/rss+xml" /><item>
        <title>How to Make AI Build a Complete Scene From a Tileset: Connected Roads, Reachable Areas, and Godot-Ready Prompts</title>
        <link>https://knightli.com/en/2026/06/20/ai-use-tileset-build-complete-scene-prompts/</link>
        <pubDate>Sat, 20 Jun 2026 13:13:21 +0800</pubDate>
        
        <guid>https://knightli.com/en/2026/06/20/ai-use-tileset-build-complete-scene-prompts/</guid>
        <description>&lt;h2 id=&#34;godot-series-navigation&#34;&gt;Godot Series Navigation
&lt;/h2&gt;&lt;p&gt;If you want to learn in order, start with the collection page, then jump to the topic you need:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/20/ai-codex-godot-game-development-beginner-guide/&#34; &gt;Getting Started With AI Codex for Godot Game Development: From Setup to Tile Maps&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/05/06/deepseek-v4-flash-godot-game-demo/&#34; &gt;DeepSeek V4 Flash Godot Game Demo: How Far Can a Few Cents Go?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/05/17/godot-game-development-beginner-guide/&#34; &gt;Godot Game Development Beginner Guide: From Nodes and Scenes to a First 2D Game&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/13/godot-prompter-ai-agent-skills/&#34; &gt;GodotPrompter: Giving AI Coding Assistants Godot Project Experience&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/13/gd-agentic-skills-godot-ai-skills/&#34; &gt;gd-agentic-skills: Turning Godot Development Experience Into AI-Callable Skills&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/19/godot-vscode-codex-2d-game-workflow/&#34; &gt;Godot Beginner Setup: Develop 2D Games With VS Code and the Codex Extension&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/19/godot-agent-skill-comparison-codex/&#34; &gt;Godot Agent Skill Comparison: haxqer/godot-skill, agent-skill-godot, and GD-Agentic-Skills&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/19/godot-standard-vs-dotnet-edition/&#34; &gt;Godot Standard vs .NET Edition: GDScript, C#, and Export Platform Choices&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/19/godot-renderer-forward-mobile-compatibility/&#34; &gt;Choosing a Godot Renderer: Forward+, Mobile, and Compatibility&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/19/godot-signal-connect-emit-guide/&#34; &gt;Godot Signals Explained: &lt;code&gt;signal&lt;/code&gt;, &lt;code&gt;connect&lt;/code&gt;, and &lt;code&gt;emit&lt;/code&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/20/godot-tilemaplayer-tileset-collision-codex-guide/&#34; &gt;Godot Tile Map Beginner Guide: TileMapLayer, TileSet, Collisions, and Codex&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/20/godot-tileset-ai-generation-prompts/&#34; &gt;Godot Tileset AI Generation Prompts: Copy-Ready Tile Atlas Prompts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&#34;link&#34; href=&#34;https://knightli.com/en/2026/06/20/ai-use-tileset-build-complete-scene-prompts/&#34; &gt;How to Make AI Build a Complete Scene From a Tileset&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To make AI assemble a complete and reasonable scene from an existing tileset, do not just write “make a beautiful map.” That is too vague. AI will often chase visual richness first, then produce broken roads, blocked paths, wrong water edges, or unreachable areas.&lt;/p&gt;
&lt;p&gt;A better prompt should specify:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Scene purpose: village, forest, level, or presentation image.&lt;/li&gt;
&lt;li&gt;Walkability rules: roads must connect, and the spawn point must not be blocked.&lt;/li&gt;
&lt;li&gt;Tile usage rules: only use terrain and decorations from the reference tileset.&lt;/li&gt;
&lt;li&gt;Spatial structure: entrance, main road, branches, pond, walls, points of interest.&lt;/li&gt;
&lt;li&gt;Decoration density: fewer decorations on roads, more around edges.&lt;/li&gt;
&lt;li&gt;Output format: rendered image, character grid, JSON, or Godot &lt;code&gt;TileMapLayer&lt;/code&gt; code.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The key point is: ordinary image generation models often “redraw based on the tileset” instead of reusing the original tiles pixel by pixel.&lt;/p&gt;
&lt;p&gt;If you only want concept art, an image model can reference the tileset and generate a scene preview. If you need every tile pixel to remain unchanged, ask AI to generate layout data first, then let Godot, a script, or Codex assemble the scene using real tile coordinates.&lt;/p&gt;
&lt;h2 id=&#34;prompt-for-image-generation-ai&#34;&gt;Prompt for Image Generation AI
&lt;/h2&gt;&lt;p&gt;This is suitable for concept images or visual previews. Upload your tileset as a reference image first, then use this prompt.&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;35
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;36
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;37
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;38
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;39
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;40
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;41
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;42
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;43
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;44
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;45
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;46
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;47
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;48
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;49
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;50
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;51
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Strictly reference the tileset image I provided. Use only the existing ground, road, water, stone wall, and decoration elements from the tileset to assemble a complete, reasonable forest village scene suitable for a top-down RPG.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Scene specifications:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Strict top-down view.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not use perspective or isometric view.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Logical map size: 24×18 tiles.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Logical tile size: 32×32.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Preserve the original art style, colors, textures, lighting direction, and proportions of the reference tileset.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not redesign the tiles.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not add buildings, characters, or large objects that are not present in the reference image.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not generate UI, text, borders, or grid lines.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Output a complete scene, not a tileset atlas.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Map structure:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use normal grass as the main base layer, mixed with a small amount of dark grass and sparse grass to avoid large fully repetitive areas.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place a clear entrance at the bottom center of the map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Build a vertical main road from the entrance to the center of the map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;At the center, split the main road into left and right branches. All roads must connect. Do not create broken roads or meaningless road fragments.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place a natural-looking small pond in the upper-right area.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The pond must be assembled correctly from water center tiles, top/bottom/left/right edges, and corners. Do not create abruptly cut water or shorelines facing the wrong direction.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place a connected stone wall area in the upper-left region.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Wall edges and corners must connect correctly.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep at least one walkable tile between the pond, walls, and the map border.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Leave a relatively open activity area in the center for character movement.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not let the pond or walls completely block the main road.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Decoration rules:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Small flowers mainly appear on grass, not on roads or water.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Small stones may appear sparingly on dirt, road edges, or sparse grass.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Grass bushes are concentrated near map edges, the pond, and wall corners.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Tree stumps should appear only sparingly as visual points of interest, and must not block the main road.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Ground cracks appear only on dirt or dry areas.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fallen leaves are concentrated near map corners and walls.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep the middle of roads clean. Put most decorations on both sides of roads.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use fewer decorations near the map center and denser decorations near the edges.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not decorate every cell. Leave natural empty space.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Reasonableness requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All roads must have a clear purpose and connect to each other.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All walkable areas must be reachable from the entrance.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Water, walls, and roads must connect in the correct direction.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create isolated single water tiles, isolated wall tiles, or incorrect corners.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create tiny enclosed spaces that cannot be entered.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The map should feel like a deliberately designed game level, not random tile placement.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The composition needs hierarchy: the entrance guides the player in, the main road leads to the center, and the pond and wall area act as secondary visual focal points.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Only generate one complete top-down map scene.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This prompt pushes the image model to think about structure first instead of pure decoration. But even if you write “strictly reference the tileset,” an image model may still redraw tile details. It cannot guarantee pixel-perfect reuse.&lt;/p&gt;
&lt;p&gt;If you need a map that can be imported into a game, do not rely only on the generated image.&lt;/p&gt;
&lt;h2 id=&#34;ask-ai-to-output-the-map-layout-first&#34;&gt;Ask AI to Output the Map Layout First
&lt;/h2&gt;&lt;p&gt;This is better for map reasonableness. Ask AI to avoid drawing and output a &lt;code&gt;24×18&lt;/code&gt; character map first. After that, let Codex or a script convert the characters into &lt;code&gt;TileMapLayer.set_cell()&lt;/code&gt; calls.&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;35
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;36
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;37
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;38
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;39
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;40
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;41
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;42
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;43
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;44
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Design a 24×18 top-down RPG forest map layout using the rules below.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Map symbols:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;G = normal grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;D = dark grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;S = sparse grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;R = road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;W = water
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;A = stone wall
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;F = small flower
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;K = small stone
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;B = grass bush
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;U = tree stump
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;C = ground crack
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;L = fallen leaves
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;P = player entrance
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Design requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;P is located at the bottom center of the map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;There must be a road starting from P and leading to the center of the map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The road splits into left and right branches near the center. All roads must connect.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place a natural-looking pond of about 4×5 tiles in the upper-right area.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place a reasonably connected stone wall segment in the upper-left area.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep at least a 7×5 open activity area in the center.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep at least one walkable tile between the pond, walls, and map border.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The player must be able to reach all main roads and open areas from P.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create enclosed single-tile grass areas.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create meaningless single-tile fragments of roads, water, or walls.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Decorations must not block main roads.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use more decorations near the map edges and fewer near the center.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Small flowers can only appear on grass.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Ground cracks can only appear on dirt or sparse grass.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fallen leaves mainly appear near corners and walls.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep the overall map natural, not perfectly symmetrical, but structurally clear.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Output requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First section: output only the complete 24×18 character grid.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Each row must contain exactly 24 characters.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;There must be exactly 18 rows.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Second section: list the entrance coordinate, road nodes, pond range, and wall range.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Third section: check whether the map has broken roads, enclosed areas, or unreachable areas.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not generate an image.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;After getting the layout, ask AI to self-check it:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;9
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Check the character map above:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Whether P can reach all R road tiles;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Whether there are isolated W water tiles;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Whether there are isolated A wall tiles;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Whether any walkable area is blocked by water or walls;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Whether every row contains exactly 24 characters;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Whether the map has exactly 18 rows.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;If you find problems, output a corrected complete 24×18 map.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This workflow is closer to level design than direct image generation. Validate structure first, then add visual detail.&lt;/p&gt;
&lt;h2 id=&#34;make-codex-strictly-use-the-tileset-in-godot&#34;&gt;Make Codex Strictly Use the Tileset in Godot
&lt;/h2&gt;&lt;p&gt;This is the most reliable approach because it actually uses tile coordinates from the atlas instead of redrawing.&lt;/p&gt;
&lt;p&gt;Use the following prompt in the Codex panel in VS Code. It assumes your Godot project already has &lt;code&gt;TileMapLayer&lt;/code&gt; nodes and an imported &lt;code&gt;TileSet&lt;/code&gt;.&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;35
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;36
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;37
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;38
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;39
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;40
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;41
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;42
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;43
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;44
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;45
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;46
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;47
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;48
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;49
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;50
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;51
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;52
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;53
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;54
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;55
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;56
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;57
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;58
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;59
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;60
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;61
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;62
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;63
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;64
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;65
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;66
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;67
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;68
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;69
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;70
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;71
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;72
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;73
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;74
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;75
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;This is a Godot 4.x project. I need to create a complete map using the existing TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Scene structure:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;World: Node2D
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;├─ Ground: TileMapLayer
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;├─ Roads: TileMapLayer
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;├─ Water: TileMapLayer
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;├─ Walls: TileMapLayer
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;├─ Decorations: TileMapLayer
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;└─ PlayerSpawn: Marker2D
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;The tileset atlas has 6 columns × 5 rows. Coordinates are defined as:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(0,0) normal grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(1,0) dark grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(2,0) sparse grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(3,0) dirt ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(4,0) stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(5,0) sand ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Second row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(0,1) horizontal road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(1,1) vertical road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(2,1) upper-left road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(3,1) upper-right road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(4,1) lower-left road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(5,1) lower-right road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Third row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(0,2) water center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(1,2) water top edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(2,2) water bottom edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(3,2) water left edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(4,2) water right edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(5,2) water outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fourth row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(0,3) stone wall center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(1,3) stone wall top
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(2,3) stone wall bottom
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(3,3) stone wall left side
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(4,3) stone wall right side
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(5,3) stone wall corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fifth row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(0,4) small flower
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(1,4) small stone
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(2,4) grass bush
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(3,4) tree stump
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(4,4) ground crack
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;(5,4) fallen leaves
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Task:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Create a 24×18 forest village map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place the player entrance at the bottom center.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Create a main road from the entrance to the center, then split it into left and right branches.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Create a reasonably connected small pond in the upper-right.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Create a reasonably connected stone wall segment in the upper-left.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep the center open.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All roads must connect.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Water and walls must not block the path.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Place decorations mainly near map edges, the pond, and wall corners.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not place decorations in the middle of roads.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create isolated water tiles, isolated wall tiles, or wrong-direction corners.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use @export for source_id.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use Godot 4 TileMapLayer.set_cell().
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use static types.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Separate map data from drawing logic.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Add map size checks and reachability checks in code.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;If the existing tileset is missing tiles required for a connection, do not guess or use wrong tiles. Clearly report what is missing.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First read the current project, scene, and TileSet resource. Confirm the real source_id and atlas coordinates before editing code. Do not assume source_id equals 0.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;The most important line is:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First read the current project, scene, and TileSet resource. Confirm the real source_id and atlas coordinates before editing code. Do not assume source_id equals 0.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Godot &lt;code&gt;source_id&lt;/code&gt;, atlas coordinates, and TileSet Source order may differ from what you expect. If AI guesses, it can write code that runs but paints the wrong tiles.&lt;/p&gt;
&lt;h2 id=&#34;a-two-stage-prompt-better-suited-for-codex&#34;&gt;A Two-Stage Prompt Better Suited for Codex
&lt;/h2&gt;&lt;p&gt;If the project is already complex, do not ask Codex to do everything in one pass. First ask it to analyze and check without modifying files:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;This is a Godot 4.x project.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not modify any files yet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Please perform these checks:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Read the current scene structure;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Find all TileMapLayer nodes;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Find the TileSet used by each layer;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Confirm the real source_id;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. List which tile each atlas coordinate represents;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Decide whether the tileset is sufficient for a 24×18 forest village map;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;7. If road, water, or wall connection tiles are missing, list them clearly;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;8. Propose the map data structure;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;9. Propose the reachability check approach;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;10. Do not write code yet.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;After confirming the analysis, ask it to implement:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Now implement the map generation script.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Only modify the World script;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Do not modify the TileSet;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Do not rename scene nodes;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Map size is 24×18;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Store map data in arrays or dictionaries;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Draw with TileMapLayer.set_cell();
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;7. Use @export for source_id and key atlas coordinates;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;8. Add map size checks;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;9. Add road connectivity checks;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;10. Add reachability checks from PlayerSpawn to major areas;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;11. If a check fails, use push_error() to output the reason;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;12. After editing, explain how to test it in Godot.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This two-stage method is steadier: first let AI understand the project, then let it edit.&lt;/p&gt;
&lt;h2 id=&#34;the-most-important-lines&#34;&gt;The Most Important Lines
&lt;/h2&gt;&lt;p&gt;For any generated scene, add these rules:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;6
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All roads must connect to each other and have a clear purpose.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not create isolated single water, wall, or road tiles.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep the map center readable and increase decoration density near the edges.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Every major area must be reachable from the player entrance.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Decorations must not block the main traversal route.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Design the map structure first, then add decorations.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;The last line matters most:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Structure first, decoration second.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Without it, AI often tries to make the scene “look rich” first, then produces messy roads, blocked decorations, and unreachable areas.&lt;/p&gt;
&lt;h2 id=&#34;recommended-workflow&#34;&gt;Recommended Workflow
&lt;/h2&gt;&lt;p&gt;The safest workflow is:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Generate or organize the tileset first.&lt;/li&gt;
&lt;li&gt;Create the &lt;code&gt;TileSet&lt;/code&gt; in Godot and confirm each tile&amp;rsquo;s atlas coordinates.&lt;/li&gt;
&lt;li&gt;Ask AI to output a character map or JSON layout first.&lt;/li&gt;
&lt;li&gt;Check road connectivity, entrance reachability, water, and walls.&lt;/li&gt;
&lt;li&gt;Ask Codex to convert the layout into &lt;code&gt;TileMapLayer.set_cell()&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Run it in Godot with collision and debug views enabled.&lt;/li&gt;
&lt;li&gt;Adjust decoration density last.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;In one sentence:&lt;/p&gt;
&lt;p&gt;Do not ask AI to “draw a beautiful scene” first. Ask it to design the structure first, then let code assemble the map using real tileset coordinates. That way, the result is much more likely to become a usable Godot map instead of just a nice concept image.&lt;/p&gt;
</description>
        </item>
        <item>
        <title>Godot Tileset AI Generation Prompts: Copy-Ready Tile Atlas Prompts</title>
        <link>https://knightli.com/en/2026/06/20/godot-tileset-ai-generation-prompts/</link>
        <pubDate>Sat, 20 Jun 2026 12:44:07 +0800</pubDate>
        
        <guid>https://knightli.com/en/2026/06/20/godot-tileset-ai-generation-prompts/</guid>
        <description>&lt;p&gt;When using AI to generate a Godot tileset, the goal is not to create a pretty map. The goal is to generate a tile atlas that is easy to cut, easy to import into &lt;code&gt;TileSet&lt;/code&gt;, and predictable in a grid.&lt;/p&gt;
&lt;p&gt;The most important goals are:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Regular grid.&lt;/li&gt;
&lt;li&gt;Consistent size.&lt;/li&gt;
&lt;li&gt;Seamless repetition.&lt;/li&gt;
&lt;li&gt;No content crossing tile boundaries.&lt;/li&gt;
&lt;li&gt;Easy slicing in Godot.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The prompts below can be copied directly. I recommend starting with the basic ground prompt instead of asking for roads, water, walls, and decorations all at once. AI models are not always reliable with strict tile atlases. The more content you ask for, the easier it is to get misaligned cells, broken connections, or style drift.&lt;/p&gt;
&lt;h2 id=&#34;general-purpose-prompt&#34;&gt;General Purpose Prompt
&lt;/h2&gt;&lt;p&gt;This version is the most complete. It tries to generate basic ground, roads, water, walls, and decorations in one atlas.&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;35
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;36
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;37
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;38
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;39
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;40
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;41
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;42
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;43
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;44
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;45
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;46
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;47
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;48
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;49
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;50
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;51
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;52
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;53
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;54
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;55
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;56
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;57
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;58
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;59
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;60
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;61
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;62
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;63
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;64
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;65
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;66
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;67
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down 2D tile asset atlas suitable for Godot 4 TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Visual requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Style: consistent pixel art style
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- View: strict top-down view, no perspective, no isometric view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical size of each tile: 32×32 pixels
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- All tiles arranged neatly in a regular grid
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Each tile occupies the exact same square area
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No overlapping tiles
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No irregular gaps between tiles
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No text, no numbers, no labels, no UI, no borders
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not show game characters
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not generate a complete map scene
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not use a tilted camera
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not add a single global light or shadow across the whole image
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Keep the lighting direction consistent for every tile
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Asset content:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Normal grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Dark grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Sparse grass
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Dirt ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Sand ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Second row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Horizontal road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Vertical road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Upper-left road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Upper-right road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Lower-left road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Lower-right road corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Third row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Water center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Water top edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Water bottom edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Water left edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Water right edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Water outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fourth row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Stone wall center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Stone wall top
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Stone wall bottom
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Stone wall left side
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Stone wall right side
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Stone wall corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fifth row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;1. Small flower
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;2. Small stone
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;3. Grass bush
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;4. Tree stump
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;5. Ground crack
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;6. Fallen leaves
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Technical requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- All ground tiles must tile seamlessly
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Road, water, and wall edges must connect to each other
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Patterns must not cross into neighboring tiles
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Edge pixels of every tile must match the intended connection direction
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Output as one complete PNG atlas
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Atlas layout: 6 columns × 5 rows
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not generate a preview scene, only generate the tile asset sheet
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This prompt is complete, but also more likely to fail. If the model keeps generating a “map screenshot” or tiles that are not aligned, use the simplified version below.&lt;/p&gt;
&lt;h2 id=&#34;simpler-version-for-ai-image-models&#34;&gt;Simpler Version for AI Image Models
&lt;/h2&gt;&lt;p&gt;Generating too many connection tiles at once often fails. For the first attempt, generate only base ground tiles:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down pixel art tile atlas suitable for Godot 4 TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Strict top-down view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical tile size: 32×32
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- 6 columns × 3 rows regular grid
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Every cell has exactly the same size
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No text, no labels, no UI, no characters
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not generate a complete map
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Keep style and lighting consistent
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Normal grass, dark grass, sparse grass, dirt, sand, stone ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Second row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Fine grass, pebbles, flowers, fallen leaves, ground cracks, small mushrooms
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Third row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Light grass variation, dark dirt variation, wet dirt, mossy stone ground, dry sand, cobblestone ground
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Technical requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- All ground tiles must tile seamlessly in all four directions
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Tile edges must not show obvious seams
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Details must not cross into neighboring cells
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Output as a single PNG atlas
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This version usually has a higher success rate. Generate base ground first, confirm that the style and grid are usable, then continue with roads, water, and walls.&lt;/p&gt;
&lt;h2 id=&#34;grass-and-dirt-terrain-connection-prompt&#34;&gt;Grass and Dirt Terrain Connection Prompt
&lt;/h2&gt;&lt;p&gt;This version is suitable for configuring Godot Terrain later:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down pixel art grass and dirt transition tileset suitable for the Godot 4 Terrain system.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Specifications:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical tile size: 32×32
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Strict top-down view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Regular grid layout
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent pixel density
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent lighting direction
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No text, no UI, no characters, no complete scene
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Required tiles:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Pure grass center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Pure dirt center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Top edge where grass surrounds dirt
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Bottom edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Left edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Right edge
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-left outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-right outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-left outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-right outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-left inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-right inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-left inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-right inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Narrow horizontal dirt road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Narrow vertical dirt road
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Cross connection
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- T-shaped connection
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All edge pixels must match strictly and connect seamlessly.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not omit inner corners or outer corners.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Each transition tile must occupy one complete grid cell.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This type is the easiest for AI to get wrong. You will often need to fix inner corners, outer corners, and T-junctions manually in Aseprite, Krita, or Photoshop.&lt;/p&gt;
&lt;h2 id=&#34;water-tileset-prompt&#34;&gt;Water Tileset Prompt
&lt;/h2&gt;&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down pixel art water tile atlas suitable for Godot 4 TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical tile size: 32×32
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Regular grid layout
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Strict top-down view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent water color and wave style
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No text, no labels, no UI, no complete map
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Content:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Water center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Water variation tile 1
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Water variation tile 2
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Top shoreline
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Bottom shoreline
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Left shoreline
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Right shoreline
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-left outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-right outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-left outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-right outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-left inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Upper-right inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-left inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Lower-right inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Small water ripple
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Floating leaf
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Stone in water
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Use natural dirt and a small amount of grass for shorelines.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All edges must connect seamlessly in all four directions.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;No tile content may cross its own grid cell boundary.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;For water assets, check two things carefully:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Whether the water center tiles seamlessly.&lt;/li&gt;
&lt;li&gt;Whether shorelines and inner/outer corners really connect.&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id=&#34;dungeon-tileset-prompt&#34;&gt;Dungeon Tileset Prompt
&lt;/h2&gt;&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;27
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;28
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;29
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;30
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;31
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;32
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;33
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;34
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;35
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down pixel art dungeon tile atlas suitable for Godot 4.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Specifications:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical tile size: 32×32
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- 6 columns × 5 rows regular grid
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Strict top-down view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Dark gray stone dungeon style
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent pixel density and lighting direction
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No characters, no complete room, no UI, no text
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Content:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Normal stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Cracked stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Mossy stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Blood-stained stone floor
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Stone wall center
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Stone wall top
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Stone wall left and right edges
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Wall inner corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Wall outer corner
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Door opening
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Iron door
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Stone pillar
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Torch base
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Wooden crate
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Wooden barrel
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Rubble
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Bones
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Chains
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Floor trap
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All floor tiles must tile seamlessly.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Wall edges and corners must connect correctly.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Every object must stay completely inside its own grid cell.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Dungeon assets often fail in one of two ways: walls become side-view objects, or the whole image becomes a complete room. Keep emphasizing “top-down view”, “no complete room”, and “only a tile asset sheet”.&lt;/p&gt;
&lt;h2 id=&#34;hand-drawn-cartoon-style-version&#34;&gt;Hand-Drawn Cartoon Style Version
&lt;/h2&gt;&lt;p&gt;If you do not want pixel art, use this hand-drawn cartoon version:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down hand-drawn cartoon style tile atlas suitable for Godot 4 TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Requirements:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Logical tile size: 64×64
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Strict top-down view
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Soft hand-drawn style
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Clear outlines
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent brush strokes
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Consistent lighting
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Regular grid layout
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Transparent background
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- Do not generate a complete map scene
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;- No text, no UI, no characters
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Content:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Grass, dirt, sand, stone path, water, road edges, grass-to-dirt transition edges, small flowers, small stones, grass bushes.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All base ground tiles must tile seamlessly.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Edge patterns must connect with neighboring tiles.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Each tile must remain independent and must not cross into another cell.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Hand-drawn style is more likely to produce uneven edges than pixel art. After generation, realign the grid in an image editor before importing into Godot.&lt;/p&gt;
&lt;h2 id=&#34;negative-prompts&#34;&gt;Negative Prompts
&lt;/h2&gt;&lt;p&gt;For models that support negative prompts, add:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no perspective view,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no isometric view,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no complete map,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no characters,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no text,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no labels,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no UI,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no irregular grid,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no overlapping tiles,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no inconsistent tile sizes,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no borders,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no mockup,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no screenshot,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no realistic photography,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no shadows crossing tile boundaries,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no objects cut off by tile edges
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Chinese version:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;4
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;不要透视，不要等距视角，不要完整地图，不要角色，
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;不要文字，不要标签，不要 UI，不要预览边框，
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;不要不规则网格，不要瓦片重叠，不要尺寸不一致，
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;不要跨格阴影，不要让物体被网格边缘截断。
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;If the model keeps generating a “pretty preview” instead of an asset sheet, strengthen the negative prompt with:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;5
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no preview scene,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no game screenshot,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;no map mockup,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;only a tile atlas,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;only separate tiles in a regular grid
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;h2 id=&#34;practical-generation-settings&#34;&gt;Practical Generation Settings
&lt;/h2&gt;&lt;p&gt;Start with these settings:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;5
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Logical tile size: 32×32
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Atlas layout: 6×4 or 6×5
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Final generated image: 1024×1024 or higher
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Background: transparent
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Style: pixel art
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;One important note: AI models usually will not output a truly strict &lt;code&gt;32×32&lt;/code&gt; cell grid.&lt;/p&gt;
&lt;p&gt;“32×32” mainly tells the model the design proportion. After generation, you still need to use an image editor to:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Crop the canvas.&lt;/li&gt;
&lt;li&gt;Create a regular grid.&lt;/li&gt;
&lt;li&gt;Realign each tile.&lt;/li&gt;
&lt;li&gt;Scale tiles to true &lt;code&gt;32×32&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Fix the edges.&lt;/li&gt;
&lt;li&gt;Export PNG.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;For smoother automatic slicing in Godot &lt;code&gt;TileSet&lt;/code&gt;, the final atlas should ensure:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Canvas size is divisible by tile size.&lt;/li&gt;
&lt;li&gt;Every tile sits inside a fixed grid cell.&lt;/li&gt;
&lt;li&gt;No outer border.&lt;/li&gt;
&lt;li&gt;No irregular spacing.&lt;/li&gt;
&lt;li&gt;No content crosses cell boundaries.&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id=&#34;the-most-reliable-batch-workflow&#34;&gt;The Most Reliable Batch Workflow
&lt;/h2&gt;&lt;p&gt;Do not generate a full large atlas in one pass. Use this order:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;First image: base ground.&lt;/li&gt;
&lt;li&gt;Second image: road connections.&lt;/li&gt;
&lt;li&gt;Third image: water and shorelines.&lt;/li&gt;
&lt;li&gt;Fourth image: walls and cliffs.&lt;/li&gt;
&lt;li&gt;Fifth image: flowers, grass, and pebble decorations.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;For the second batch and later, add this to the prompt:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt;1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;2
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Keep exactly the same colors, brush strokes, pixel density,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;view angle, lighting direction, and outline style as the previous asset set.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;Even then, different batches may drift in style. For a real project, final color grading and cleanup are usually necessary.&lt;/p&gt;
&lt;h2 id=&#34;the-version-i-recommend-starting-with&#34;&gt;The Version I Recommend Starting With
&lt;/h2&gt;&lt;p&gt;If you only want to test the Godot &lt;code&gt;TileSet&lt;/code&gt; workflow, copy this prompt first:&lt;/p&gt;
&lt;div class=&#34;highlight&#34;&gt;&lt;div class=&#34;chroma&#34;&gt;
&lt;table class=&#34;lntable&#34;&gt;&lt;tr&gt;&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code&gt;&lt;span class=&#34;lnt&#34;&gt; 1
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 2
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 3
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 4
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 5
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 6
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 7
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 8
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt; 9
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;10
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;11
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;12
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;13
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;14
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;15
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;16
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;17
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;18
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;19
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;20
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;21
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;22
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;23
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;24
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;25
&lt;/span&gt;&lt;span class=&#34;lnt&#34;&gt;26
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;
&lt;td class=&#34;lntd&#34;&gt;
&lt;pre tabindex=&#34;0&#34; class=&#34;chroma&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Generate a top-down pixel art base ground tile atlas suitable for Godot 4 TileSet.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Logical tile size: 32×32.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Atlas uses a 6 columns × 3 rows regular grid.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Transparent background.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Strict top-down view, no perspective, no isometric angle.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All tiles have exactly the same size and are neatly aligned.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Consistent pixel density, color style, and lighting direction.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;First row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Normal grass, dark grass, light grass, normal dirt, dark dirt, sand.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Second row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Gray stone ground, mossy stone ground, cobblestone ground, wet dirt, dry grass, gravel ground.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Third row:
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Small flower decoration, grass bush decoration, small stone decoration, fallen leaf decoration,
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;ground crack decoration, small mushroom decoration.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;All base ground tiles must tile seamlessly in all four directions.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Decorations must stay completely inside their own tile.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not generate a complete map.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;No characters.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;No text, numbers, labels, UI, borders, or preview notes.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Do not let any pattern cross into neighboring tiles.
&lt;/span&gt;&lt;/span&gt;&lt;span class=&#34;line&#34;&gt;&lt;span class=&#34;cl&#34;&gt;Output as a single transparent PNG atlas.
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;p&gt;This is the best first test asset. If Godot can slice it with a regular grid and the base ground tiles can repeat, it is already good enough. Add roads, water, walls, and decorations later instead of trying to make a complete atlas on the first attempt.&lt;/p&gt;
</description>
        </item>
        
    </channel>
</rss>
