Hey everyone;

I saw this video thought “oh, I want that in my game,” than just…
The basic idea
Instead of a 47-tile terrain set, you paint a plain filled/empty grid. A second grid, offset by half a tile, is what actually gets drawn — and each of its tiles is chosen from the fill state of the 4 world cells that meet at its corner. Four corners 2⁴ = 16 tiles cover every case.
[1]Diagram made with Claude Opus 4.8.
What it does right now:
- Draw / Line / Rect / Erase tools (left = primary brush, right = secondary)
- Live preview of the actual resulting tile
- Per-stroke undo/redo
- Single-source layers (swap the whole skin any time) or multi-source (mixed terrains on one layer)
- Coexists with the native TileMap editor — paint roughly there, hit Bake
C#, Godot 4.7 Very much a working MVP — it does the job, but there are rough edges and I haven’t written any tests yet (lazy developer), so treat it accordingly.
credits
Footnotes ↩︎
