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 skills add vchelaru/FlatRedBall2 --skill tmxgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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/vchelaru/flatredball2/tmx)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/tmx"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tmx/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.
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/tmx"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tmx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Output Handling · line 154 Output size or generation rate is not bounded. Unbounded output enables denial-of-service through resource exhaustion, log flooding, or context-window stuffing.Fix: Set explicit limits on output length, generation count, and rate. Use max_tokens and truncation to prevent unbounded output.
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 5.1 | $0.00060 | $0.03800 |
| Opus 5.5 | $0.00024 | $0.01520 |
| Sonnet 5.5 | $0.00012 | $0.00760 |
| Haiku 4.5 | $0.00006 | $0.00380 |
Grade A, and why
tmx 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 19d 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.
How it starts
The opening of the file, as written. The whole thing — 194 lines — stays where its author put it; the contents beside it link to each section on GitHub.
TMX Map Files in FlatRedBall2
TMX files are a human-edited content format — AI should scaffold a minimal valid TMX and tell the user to open it in Tiled for real level design. Do not try to author detailed levels in XML.
TMX files are the standard level format. A base template and standard tileset live in .claude/templates/Tiled/.
Hot-reload — see content-hot-reload skill
TileMap.TryReloadFrom(path) applies tile-data changes (cell GID/flip changes) in place; structural changes (resize, layer set, tilesets, object layers) return false so the caller falls back to RestartScreen(RestartMode.HotReload). Hand-authored mutations to a TSC after GenerateCollisionFromClass / GenerateCollisionFromProperty (e.g. tsc.AddPolygonTileAtCell(...) to extend the generated collision) are wiped on in-place reload — those live in CustomInitialize, which only re-runs on a full screen restart.
Tile animations
Tiled tile animations advance automatically for maps added with Screen.Add(tileMap) (scaled by TimeScale, frozen while paused). A TileMap never added to a screen does not animate.
Tint and fade layers at runtime
TileMapLayer.Color and Alpha tint and fade one layer; Tiled's tintcolor and opacity seed them. Loop map.Layers to fade a whole map. Alpha lives in the tint's alpha channel (MonoGame.Extended's own Opacity double-applies on its non-premultiplied blend, so FRB2 keeps it at 1), and Color ignores its own alpha channel.
Communication convention — reference tiles by numeric ID
When discussing a tile (its polygon, class, position, collision shape, etc.), always refer to it by its numeric tile ID — e.g., "tile ID 11's polygon" rather than "the slope triangle". The ID is the unambiguous handle that matches the .tsx file and Tiled's editor; descriptions alone are ambiguous when multiple tiles have similar shapes.
Setup — Copying Template Files
When a game needs a TMX level, copy these three files into the game's content directory:
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.
- 19d ago Changed b6525fb5721f
- 23d ago Changed · +12 lines bce476cf75dc
- 29d ago Changed · +2 lines ec484478a9ad
- 2mo ago First seen · 180 lines · 60 tokens per session scan A 77a0f4a1610d
tmx is a skill published in the GitHub repository vchelaru/FlatRedBall2 (15 stars, last pushed yesterday), licensed MIT. It adds 60 tokens to every session and 3,800 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-04.
tmx compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| tmxvchelaru/FlatRedBall2 | Skill | 15 | yesterday | MIT | A | 60 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 10d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |