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.
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/tilemap-pipelinenpx skills add MRCalderon3D/everything-game-dev-code --skill tilemap-pipelinegit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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.
[](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00028 | $0.00487 |
| Opus 5 | $0.00014 | $0.00244 |
| Sonnet 5 | $0.00006 | $0.00097 |
| Haiku 4.5 | $0.00003 | $0.00049 |
Grade A, and why
tilemap-pipeline 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 yesterday.
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.
How it starts
The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tilemap Pipeline
Purpose
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration so 2D levels are buildable, consistent, and performant.
Use When
- the project uses tile-based level construction
- a new tileset is being created or an existing one extended
- auto-tile or rule-tile behavior needs standardization
- tile collisions or sorting layers need validation
Inputs
- level design requirements (tile size, grid dimensions, layer count)
- art bible or visual direction for environment tiles
- platform constraints (max tilemap size, draw call budget)
- collision requirements per tile type
Process
- define tile size, grid unit, and layer naming convention
- create or validate tileset layout (rows, columns, padding, tile variants)
- configure auto-tile or rule-tile adjacency rules
- assign collision shapes and physics layers per tile type
- validate tilemap rendering, sorting order, and draw call count
Outputs
- tileset specification (tile size, layout, variant rules)
- auto-tile adjacency configuration
- collision shape mapping per tile type
- tilemap layer naming and sorting convention
Quality Bar
- every tile in the set has correct adjacency rules — no visual seams
- collision shapes match the visual tile boundaries
- tilemap draw calls stay within the platform budget
- layer naming and sorting order are documented and enforced
Common Failure Modes
- tile seams caused by incorrect padding or filtering settings
- auto-tile rules that produce visual artifacts at certain adjacency combinations
- collision shapes that do not match the visual boundary, causing gameplay bugs
- unbounded tilemap size that causes memory or rendering spikes
Related Agents
- 2d-artist
- level-designer
- performance-reviewer
Related Commands
- art-2d-pass
- level-beat
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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.
- yesterday First seen · 63 lines · 28 tokens per session scan A 5b185be05b1f
tilemap-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 15d ago), licensed MIT. It adds 28 tokens to every session and 487 once invoked, about $0.0001 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 2026-09-03.
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verification
Verify a Godot AI change before committing — ruff, pytest, GDScript testrun against a live editor, and live-smoke of changed tools. Use before every commit, and whenever asked to check that a change actually works.
art-generate
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
help
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
balance-check
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
hybrid-prototype
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.