Spot ground tiles that are one pixel off before they leave thin gaps
AI-made pictures for ground and walls often come out a tiny bit too big or too small, and you only notice later as flickering lines between tiles that you cannot find. This entry gives the AI a check on picture sizes that names the exact slip.
Why this works
A grid works only when every piece is an exact multiple of the cell, because tiny errors add up and land between screen pixels as thin lines. Fixing the pictures, not the grid, keeps one rule for all of them and stops the error at its source.
When not to use it
It is the wrong check for art that is not meant to sit on a grid, such as free-standing characters or scenery drawn as one large picture. Also, when lines show up even though all sizes are right, the cause is how the picture is drawn at odd zoom levels, not the files.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 21 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Spot ground tiles that are one pixel off before they leave thin gaps" (read_entry tiles-one-pixel-too-wide) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP