tilemap-data-format

tilemap-data-format is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 35 tokens per session (473 once invoked), scanned A, original, MIT.

A design guide for storing game maps as JSON data, including tile layers, objects, walkability, and other metadata. JSON is a text format that is easy to edit, compare in version control, and load in different engines.

In plain words
What is it for?
It helps define ground, transition, object, and collision layers; store tile references and movement data; version the format; and validate map dimensions and tile indices.
Why use it?
Maps hard-coded in program files are difficult for designers to edit and can mix visual drawing with gameplay information. A separate, versioned format gives both designers and the engine one shared source of truth.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps define ground, transition, object, and collision layers; store tile references and movement data; version the format; and validate map dimensions and tile indices.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/tilemap-data-format
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add 0xheycat/isometric-game-skills --skill tilemap-data-format
Clone the repo
git clone --depth 1 https://github.com/0xheycat/isometric-game-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for tilemap-data-format

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/tilemap-data-format/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/tilemap-data-format)
Your own site
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/tilemap-data-format"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/tilemap-data-format/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for tilemap-data-format

Your own site · 80×15
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/tilemap-data-format"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/tilemap-data-format.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 473 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00035 $0.00473
Opus 5 $0.00017 $0.00236
Sonnet 5 $0.00007 $0.00095
Haiku 4.5 $0.00003 $0.00047

Measured 9d ago against content hash c7335daf5003, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

tilemap-data-format scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/tilemap-data-format/SKILL.md · 55 lines

What it actually says

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).
{ "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.
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 55 lines · 35 tokens per session scan A c7335daf5003

Subscribe to this mod's changes

tilemap-data-format is a skill published in the GitHub repository 0xheycat/isometric-game-skills (14 stars, last pushed 27d ago), licensed MIT. It adds 35 tokens to every session and 473 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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