spritecook-generate-tilesets — Claude Code skill: tilesets via
A skill that walks the agent through SpriteCook tileset generation: picking perspective, tile size and edge mode, launching the job, then checking variations.
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a claude-codeWhat spritecook-generate-tilesets does
The skill covers two SpriteCook MCP tools. list_tileset_options reports the current perspectives, piece sets, tile sizes and edge modes; generate_tileset starts a job and returns it right away, so the agent follows the returned polling contract until canonical assets entries are ready.
For top-down pixel autotiles the skill suggests starting with style_mode="pixel", perspective="topdown", piece_set="15-piece", tile_size=32 and edges="transparent". Inner-corner base tiles go on 17-piece-base, side-view platformers on autotile-16-set. reference_asset_id and edit_asset_id are mutually exclusive, and on an edit or a reference generation the settings style_mode, perspective, piece_set, tile_size and elevation are inherited and locked. edges is the exception: pass it again every time, or the request falls back to transparent.
A connected SpriteCook MCP server is required. Edits and reference generations skip the layout guide grid that fresh generations use, so they break more often — an edit can fail with tileset_unusable, and credits are refunded. After two failed edits the skill says to stop retrying and either generate from the set as reference_asset_id or start fresh with a clearer prompt. Inspect every variation: roughly one in three has a full interior tile whose opposite edges differ in brightness, and the response does not flag it.
What it helps with
- generate a game-ready tileset for top-down, platformer or isometric view
- pick tile size, piece set and edge mode for a specific project
- run a new generation from an existing tileset while keeping its layout
- edit a finished tileset without touching its locked settings
- spot variations whose full tile does not wrap cleanly
Example prompts for the agent
- Generate a pixel top-down tileset of a mossy dungeon floor, 15-piece, 32px tiles
- Make a two-surface tileset of grass and water
- Use this tileset as reference_asset_id and generate a snowy variant
How to install spritecook-generate-tilesets
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a claude-code2Manually: put the files in place
~/.claude/skills/spritecook-generate-tilesets/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/spritecook-generate-tilesets/
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a codex2Manually: put the files in place
.agents/skills/spritecook-generate-tilesets/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a cursor2Manually: put the files in place
.cursor/skills/spritecook-generate-tilesets/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install SpriteCook/skills spritecook-generate-tilesets2Manually: put the files in place
.github/skills/spritecook-generate-tilesets/SKILL.md1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a gemini-cli2Platform CLI
gemini skills install https://github.com/SpriteCook/skills --path skills/spritecook-generate-tilesetsManually: put the files in place
.devin/skills/spritecook-generate-tilesets/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about spritecook-generate-tilesets
How do I install spritecook-generate-tilesets in Claude?
Run npx skills add SpriteCook/skills --skill spritecook-generate-tilesets -a claude-code. The skill lands at ~/.claude/skills/spritecook-generate-tilesets/SKILL.md.
What does spritecook-generate-tilesets do?
It documents autotile tileset generation through SpriteCook MCP tools: choosing parameters, launching the job, working with reference/edit/style asset IDs and saving the returned asset IDs.
What do I need before using it?
A connected SpriteCook MCP server. If it is disconnected, the agent says so and uses the host's native connection flow when authorized.
Source text
SKILL.md · MIT
--- name: spritecook-generate-tilesets description: "Tileset generation guide for SpriteCook. Use with spritecook-workflow-essentials when generating autotile tilesets through SpriteCook MCP tools, choosing tile sizes, using reference/edit/style asset IDs, and saving generated tileset asset IDs." --- # SpriteCook Generate Tilesets Use this skill for SpriteCook tileset generation. Pair it with `spritecook-workflow-essentials` for credits, manifests, safe downloads, and asset tracking. **Requires:** A connected SpriteCook MCP server. If disconnected, explain that connection is needed and use the host's native connection flow when authorized. Do not install software or change authentication settings as part of an art task. ## Tools ### `list_tileset_options` Call this when you need current supported perspectives, piece sets, tile sizes, elevations, edge modes, output dimensions, or defaults. ### `generate_tileset` Generate a game-ready tileset. The tool returns a job immediately by default; follow the returned `poll.tool` and `poll.arguments` until canonical `assets` entries are ready. | Parameter | Type | Default | Description | |-----------|------|---------|-------------| | `prompt` | string | required | Terrain/material request, e.g. `mossy dungeon floor` | | `style_mode` | string | `pixel` | `pixel` or `detailed` | | `perspective` | string | `topdown` | `topdown`, `platformer`, or `isometric` | | `piece_set` | string | registry default | `15-piece`, `17-piece-base`, `autotile-16-set`, `isometric-3x5-32`, or `isometric-2x4-64` | | `tile_size` | int | registry default | Final tile size in pixels | | `elevation` | string | registry default | `no-elevation` or `minimal` where supported | | `edges` | string | `transparent` | `transparent` or `two_surfaces`; `two_surfaces` only works for 15-piece top-down | | `variations` | int | `1` | Number of variations, 1-4 | | `model` | string | null | Optional model override. Omit to use SpriteCook's tileset default | | `colors` | string[] | null | Optional hex color guidance, max 64 | | `force_enabled` | bool | `false` | Force the output toward `force_colors` | | `force_colors` | string[] | null | Optional forced hex palette, max 64 | | `project_id` | string | null | Owned project to place the tileset in | | `reference_asset_id` | string | null | Existing tileset asset to use as source/reference; tileset settings are inherited | | `edit_asset_id` | string | null | Existing tileset asset to edit; tileset settings are inherited | | `style_asset_id` | string | null | Existing asset to use as visual style guide only | | `wait_seconds` | int | 0 | Optional bounded wait from 0-90 seconds before returning the polling contract | `reference_asset_id` and `edit_asset_id` are mutually exclusive. The referenced asset must belong to the SpriteCook account. ## Recommended Defaults - For top-down pixel autotiles, start with `style_mode="pixel"`, `perspective="topdown"`, `piece_set="15-piece"`, `tile_size=32`, `edges="transparent"`. - For top-down inner-corner base tiles, use `piece_set="17-piece-base"` and keep `edges="transparent"`. - For side-view platformers, use `perspective="platformer"`, `piece_set="autotile-16-set"`, `edges="transparent"`. - For detailed top-down tilesets, use `style_mode="detailed"` and call `list_tileset_options` before choosing size/elevation. - Use `model` only when the user explicitly wants to compare models. ## Reference Workflow - When the user asks to use a saved tileset preset, use `list_presets(mode="tileset", query=...)` and `get_preset_settings` first, then map the returned tileset settings into `generate_tileset`. - If the user has a local image file path, use `spritecook-upload-assets` first, then pass the returned asset ID as `reference_asset_id`, `edit_asset_id`, or `style_asset_id`. - If the user supplies a small data URL or raw base64 value, call `import_asset` first, then pass the returned asset ID as `reference_asset_id`, `edit_asset_id`, or `style_asset_id`. - Use `reference_asset_id` when the existing tileset should guide a new generation while preserving its tile size/layout. - Use `edit_asset_id` when the user wants a direct change to an existing tileset. - Use `style_asset_id` as a style guide image when the image should affect only visual style, palette, proportions, and rendering, not tileset layout. The prompt does not need to repeat that the image is a style guide unless the user asks to emphasize a specific detail. - When referencing or editing a tileset, do not change `style_mode`, `perspective`, `piece_set`, `tile_size`, or `elevation`; SpriteCook inherits and locks those settings. - `edges` is not inherited. When the source is a `two_surfaces` set, pass `edges="two_surfaces"` again on every edit or reference generation; otherwise the request falls back to `transparent`. - Edits and reference generations skip the layout guide grid that fresh generations use, so they fail or produce pieces that don't tile more often. An edit can fail with `tileset_unusable`; the credits are refunded. When an edit fails twice, generate from the set as `reference_asset_id` or start fresh with a clearer prompt instead of retrying the same edit. ## Prompting - Keep prompts short and material-focused: `snowy stone path`, `muddy swamp grass`, `volcanic rock`, `clean wooden floor`. - For single-surface tilesets, name one main material. - For `two_surfaces`, name both surfaces clearly: `grass and water`, `volcanic rock and lava`. - Avoid asking for labels, UI, characters, props, or scene composition inside the tileset. ## Output Handling - Pass `wait_seconds=90` on `generate_tileset`; most tilesets finish inside it, so polling is rarely needed. Otherwise follow the returned polling contract with `check_job_status` until the job reaches a terminal state. - Check every variation before using it. About one in three can have a full interior tile that doesn't wrap (opposite edges differ in brightness) or pieces that don't meet cleanly, and the response doesn't flag it. Compare the full tile's left and right edges and its top and bottom edges, and paint a small test map with `spritecook-use-dual-grid-tilesets` for 15-piece sets. A full tile that doesn't wrap shows as a checkerboard over large areas. Pick a clean variation or regenerate. - 15-piece sets keep the grid's stepped silhouette on diagonals. Shorelines get a soft edge, but a diagonal coast still reads as steps. - Save each returned `asset_id` in the project manifest or task notes. - Use `sprite_url` as the canonical downloadable tileset image. - Treat `url`, `pixel_url`, and `raw_url` as compatibility aliases. - If a successful response contains `warning.code="asset_output_unavailable"`, execute the supplied `warning.recovery` tool call.
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