Hey All,

I'm trying to understand auto-tiles more in general and had a look at some tutorials but most of them cover side scroller games in relation to Godot and any that covers top-down places the tiles manually except the Heartbeast tutorial, but he doesn't explain how auto-tiling works exactly.

For example for a 3x3 minimal template follows these rules:
3x3 minimal template

I'm trying to use the World of Solaria demo pack tile sheet to practice and I'm just starting with the grass ground tiles to experiment with at the moment.

  • How do I apply that 3x3 minimal template to that tile sheet?
  • Is there a different template for top-down tile sheets for Godot?
  • Does anyone know of any tutorials explaining how Godot's bit mask works exactly?

This is what I've achieved so far using Match Corners and Sides
Now I know for a 3x3 minimal in Godot 4, you're meant to use Match Corners, but I haven't been able to get it to work using that at all.

I'm using this small portion of the tile sheet for now:
The tile sheet portion I'm using

The bit mask's I've used:
Bit mask used

This is the result I am getting with that bitmask:
Result

As you can see the corners of the island is not rounding to connect the edges.

This is the result I want to achieve but failing to at the moment
I'm able to create this manually but not with auto-tile
The result I want to achieve

I appreciate your help in this, thank you.

    My solution to this in this game where you can build terrain is to start in photoshop with an example tileset and place the tiles you want to use on top of that. You might discover there are quite a few missing images in the demo pack you are trying to use. That demo pack is most likely just for the 2x2 autotile setups. The red image you posted is the bit mask, so if you get your tileset looking like the example tileset linked, you'd then follow setup the bitmask the way that image looks. I haven't done this in 4.0 tho.

      Faisal There's all sorts of details with the tilemaps I want to work out as well, been finally taking a bit of a dive into Godot 4's 2D side of game dev because I need to do UI work, however I'm still very interested in experimenting with tilemaps especially 2D navigation because they should allegedly make level design a hell of a lot easier if they're designed right. I haven't as of yet seen a great many tutorials on this topic and the ones that are out there don't really explore tilemaps in depth enough for me.

      2 months later

      Hey guys, I've managed to understand auto tiling a bit better and made a video on it, I'll also do a written guide soon as well.

      Feel free to check it out here:

        5 months later

        Faisal
        what i am about to say is not in the slightest relevant to what you've posted. in fact, i don't know a single thing about tiling in Godot. despite that, i promise this revelation is important to me.
        your avatar made me realise i've gone my whole life without once noticing the Foo Fighters' logo is the Fender F logo with twice the Fs.

        now to contribute to this discussion, i love your video. i'm a sucker for a crunchy microphone.