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tilemap-data-format

Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.

Skill by 0xheycat

IndexedMIT★ 40
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xheycat-tilemap-data-format

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.

Use cases: data

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/tilemap-data-format

What's inside

Skill name
tilemap-data-format
Description
Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
License
MIT
Instructions
50 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Tilemap Data Format

## Overview

A good map format separates data from rendering. This skill defines a JSON tilemap with layers (ground, transitions, objects) and per-tile metadata (walkable, type) so designers and the engine share one source of truth.

## When to Use

- You are deciding how maps are stored.
- Maps are hard-coded in source instead of data files.
- You need walkability/metadata alongside visuals.

## Process

1. Separate layers: ground, transitions, objects, and a collision/walkable layer.
2. Store the grid as width/height + arrays of tile indices per layer.
3. Reference tiles by atlas name or index, never by raw pixel coords.
4. Attach per-tile metadata (type, walkable, cost) for gameplay systems.
5. Keep it pure JSON so it diffs cleanly in git and loads anywhere.
6. Version the format with a `version` field for migrations.
7. Validate maps on load (dimensions, indices in range).

```json
{ "version": 1, "w": 32, "h": 32,
  "layers": { "ground": [/*...*/], "objects": [/*...*/] },
  "meta": { "walkable": [/*...*/] } }
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "I will hard-code the map in code" | Then designers cannot touch it and diffs are unreadable. Use data files. |
| "One flat array is enough" | Gameplay needs a separate walkable layer. Separate concerns. |

## Red Flags - STOP if you catch yourself:

- Maps embedded in source instead of data files.
- No walkable/collision layer.
- Tiles referenced by pixel coordinates.

## Verification

You are NOT done until every box is checked:

- [ ] Map is pure JSON with separated layers.
- [ ] Per-tile gameplay metadata exists (walkable, type).
- [ ] Loader validates dimensions and tile indices.

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

Signals

Stars
40
Forks
5
Open issues
3
Last commit (this folder)
Jun 10, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

tilemap-data-format skill. Agent Mart. https://agentmart.dev/skills/0xheycat-tilemap-data-format (last updated 2026-10-24)