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
Install
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 cases: data
Reviews
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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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- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.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.
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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
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
Cite this page
tilemap-data-format skill. Agent Mart. https://agentmart.dev/skills/0xheycat-tilemap-data-format (last updated 2026-10-24)