tilemap-pipeline

tilemap-pipeline is a skill for Claude Code, Codex from MRCalderon3D/everything-game-dev-code. It costs 28 tokens per session (487 once invoked), scanned A, original, MIT.

A set of rules for building 2D game levels from reusable tiles, including how tiles connect and where characters can move.

In plain words
What is it for?
It helps define tilesets, auto-tiling rules, collision shapes, and layer ordering for tile-based 2D levels.
Why use it?
It prevents inconsistent tile layouts, broken automatic tile connections, and collision problems that make levels hard to build or play.

Skill for Claude CodeCodex

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

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.

agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline
Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill tilemap-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code, Codex.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/tilemap-pipeline)
Your own site
<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>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 487 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00028 $0.00487
Opus 5 $0.00014 $0.00244
Sonnet 5 $0.00006 $0.00097
Haiku 4.5 $0.00003 $0.00049

Measured yesterday against content hash 5b185be05b1f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

skills/art-audio-content/tilemap-pipeline/SKILL.md · 63 lines

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

  1. define tile size, grid unit, and layer naming convention
  2. create or validate tileset layout (rows, columns, padding, tile variants)
  3. configure auto-tile or rule-tile adjacency rules
  4. assign collision shapes and physics layers per tile type
  5. 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
  • 2d-artist
  • level-designer
  • performance-reviewer
  • 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.

Read the full file on GitHub · 63 lines

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. yesterday First seen · 63 lines · 28 tokens per session scan A 5b185be05b1f

Subscribe to this mod's changes

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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