tinyswords-tilemap

Builds layered 64x64 tilemaps with elevation, shadows, and animated water edges.

38|7|Updated Jan 16, 2026
One-click install
npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill tinyswords-tilemap
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: tinyswords-tilemap
Source: https://github.com/chongdashu/phaserjs-tinyswords/tree/main/.claude/skills/tinyswords-tilemap
Command: npx skills add https://github.com/chongdashu/phaserjs-tinyswords --skill tinyswords-tilemap

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Building depth-rich, visually coherent tilemaps manually is time-consuming and error-prone. This Skill provides a structured approach to layering, elevation, shadows, and color variants for the Tiny Swords asset pack, enabling rapid iteration and consistent visuals.

Core Features & Use Cases

  • Layered tilemap construction with elevation and shadow logic to create depth on a 64x64 grid.
  • Animated water foam handling with staggered frame starts for natural motion.
  • Color-variant support using Tilemap_color1–Tilemap_color5 to distinguish elevations and zones.
  • Use Case: Quickly prototype a multi-elevation map for a tactical level, then swap color variants to test readability and aesthetic balance.

Quick Start

Create a starter 64x64 tilemap using Tilemap_color1.png, add two elevation levels with appropriate shadows, and enable water foam animation to preview depth.

Frequently Asked Questions about tinyswords-tilemap

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create layered Tiny Swords tilemaps with elevation and shadows?

Layered Tiny Swords tilemaps are built on a 64x64 grid by applying elevation-aware terrains, precise shadow placement, and cliff edge handling. This ensures depth-rich maps without manual alignment errors.

How does animated water foam work in a 64x64 tilemap?

Animated water foam in a tilemap uses staggered frame starts to create natural, non-uniform motion. This prevents synchronized animation loops and provides realistic water edges across different map sections.

Can I use color variants to distinguish elevation levels in a tilemap?

Color variants distinguish elevation levels in a tilemap by using specific color assets like Tilemap_color1 through Tilemap_color5. Designers can swap these variants to test zone readability and aesthetic balance.

What is the best way to prototype a multi-elevation tactical level map?

Prototyping a multi-elevation tactical level map is best done by starting with a 64x64 grid, adding two elevation levels with appropriate shadows, and enabling water foam animation to preview depth and readability.

Do I need a specific level editor to manage Tiny Swords tilemap layers?

A level editor is required to manage Tiny Swords tilemap layers, specifically one that supports layer ordering, precise shadow placement, and asset referencing as defined by the Layer System and Tile Specifications.