tiled
You are an expert in Tiled, the free and open-source 2D level editor for creating tilemaps, placing objects, and designing game worlds. You help game developers design levels with tile layers, object layers for spawn points and triggers, terrain brushes for auto-tiling, animated tiles, and custom properties — exporting to JSON or TMX for use in Phaser, Godot, Unity, PixiJS, and other engines.
下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o tiled.zip https://jpskill.com/download/15480.zip && unzip -o tiled.zip && rm tiled.zip
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/15480.zip -OutFile "$d\tiled.zip"; Expand-Archive "$d\tiled.zip" -DestinationPath $d -Force; ri "$d\tiled.zip"
完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。
💾 手動でダウンロードしたい(コマンドが難しい人向け)
- 1. 下の青いボタンを押して
tiled.zipをダウンロード - 2. ZIPファイルをダブルクリックで解凍 →
tiledフォルダができる - 3. そのフォルダを
C:\Users\あなたの名前\.claude\skills\(Win)または~/.claude/skills/(Mac)へ移動 - 4. Claude Code を再起動
⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。
🎯 このSkillでできること
下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。
📦 インストール方法 (3ステップ)
- 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
- 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
- 3. 展開してできたフォルダを、ホームフォルダの
.claude/skills/に置く- · macOS / Linux:
~/.claude/skills/ - · Windows:
%USERPROFILE%\.claude\skills\
- · macOS / Linux:
Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。
詳しい使い方ガイドを見る →- 最終更新
- 2026-05-18
- 取得日時
- 2026-05-18
- 同梱ファイル
- 1
📖 Claude が読む原文 SKILL.md(中身を展開)
この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。
Tiled — 2D Level Editor for Game Maps
You are an expert in Tiled, the free and open-source 2D level editor for creating tilemaps, placing objects, and designing game worlds. You help game developers design levels with tile layers, object layers for spawn points and triggers, terrain brushes for auto-tiling, animated tiles, and custom properties — exporting to JSON or TMX for use in Phaser, Godot, Unity, PixiJS, and other engines.
Core Capabilities
Tilemap Structure
## Tiled Map Anatomy
A Tiled map consists of:
- **Tilesets**: Sprite sheets cut into tiles (16×16, 32×32, etc.)
- **Tile layers**: Grid of tile IDs for rendering (ground, walls, decorations)
- **Object layers**: Free-form shapes for game logic (spawn points, triggers, paths)
- **Image layers**: Full images (parallax backgrounds, overlays)
- **Group layers**: Organize layers into folders
## Layer ordering (bottom to top):
1. Background (sky, distant mountains)
2. Ground (floor tiles, terrain)
3. Decoration-below (grass, flowers behind player)
4. Collision (invisible wall tiles)
5. Decoration-above (tree canopies, roofs over player)
6. Objects (spawn points, items, triggers)
Tileset Configuration
// tileset.tsj — Tiled tileset file
{
"name": "dungeon",
"tilewidth": 16,
"tileheight": 16,
"image": "dungeon-tileset.png",
"imagewidth": 256,
"imageheight": 256,
"tilecount": 256,
"columns": 16,
"tiles": [
{
"id": 0,
"type": "floor",
"properties": [
{ "name": "walkable", "type": "bool", "value": true }
]
},
{
"id": 16,
"type": "wall",
"properties": [
{ "name": "collides", "type": "bool", "value": true },
{ "name": "destructible", "type": "bool", "value": false }
]
},
{
"id": 48,
"type": "animated-torch",
"animation": [
{ "tileid": 48, "duration": 200 },
{ "tileid": 49, "duration": 200 },
{ "tileid": 50, "duration": 200 },
{ "tileid": 51, "duration": 200 }
]
}
]
}
Object Layers for Game Logic
// Objects in a Tiled map — exported as JSON
{
"name": "GameObjects",
"type": "objectgroup",
"objects": [
{
"name": "PlayerSpawn",
"type": "spawn",
"x": 160,
"y": 240,
"properties": [
{ "name": "facing", "type": "string", "value": "right" }
]
},
{
"name": "Chest",
"type": "loot",
"x": 320,
"y": 112,
"properties": [
{ "name": "lootTable", "type": "string", "value": "common" },
{ "name": "locked", "type": "bool", "value": true }
]
},
{
"name": "BossZone",
"type": "trigger",
"x": 400,
"y": 64,
"width": 128,
"height": 128,
"properties": [
{ "name": "bossId", "type": "string", "value": "skeleton-king" },
{ "name": "oneShot", "type": "bool", "value": true }
]
},
{
"name": "PatrolPath",
"type": "path",
"polyline": [
{ "x": 0, "y": 0 },
{ "x": 96, "y": 0 },
{ "x": 96, "y": 64 },
{ "x": 0, "y": 64 }
]
}
]
}
Loading in Phaser
// Load Tiled map in Phaser
export class GameScene extends Phaser.Scene {
create() {
const map = this.make.tilemap({ key: "level-1" });
const tileset = map.addTilesetImage("dungeon", "dungeon-tiles")!;
// Create layers in order
map.createLayer("Background", tileset);
const ground = map.createLayer("Ground", tileset)!;
const walls = map.createLayer("Walls", tileset)!;
const decorAbove = map.createLayer("DecorationAbove", tileset);
// Collision from tile properties
walls.setCollisionByProperty({ collides: true });
// Read object layer for spawn points
const objects = map.getObjectLayer("GameObjects")!;
objects.objects.forEach((obj) => {
switch (obj.type) {
case "spawn":
this.spawnPlayer(obj.x!, obj.y!);
break;
case "loot":
this.createChest(obj.x!, obj.y!, obj.properties);
break;
case "trigger":
this.createTriggerZone(obj);
break;
}
});
// Decoration layer renders above player
decorAbove?.setDepth(10);
}
}
Auto-Tiling (Terrain)
## Terrain Brushes
Tiled's terrain system auto-selects the correct tile variant based on neighbors:
- Paint with "grass" terrain brush
- Tiled automatically picks corner, edge, and interior tiles
- Supports Wang tiles (blob/corner) for complex terrain transitions
## Setup:
1. Open tileset in Tiled
2. View → Terrain Sets
3. Mark tiles as corners/edges of each terrain type
4. Paint with terrain brush — Tiled handles tile selection
## Common terrain patterns:
- 16-tile minimal (corners + edges)
- 47-tile blob (all neighbor combinations)
- 15-tile Wang corner set
Installation
# Download from https://www.mapeditor.org/
# Available for Windows, macOS, Linux
# Also available on Steam and itch.io
# Export formats: JSON (.tmj), TMX (.tmx), CSV, Lua
# Most game engines prefer JSON export
Best Practices
- Consistent tile size — 16×16 for pixel art, 32×32 or 48×48 for HD; match your art pipeline
- Separate collision layer — Don't mix visual tiles with collision; use a dedicated invisible collision layer
- Object layers for logic — Spawn points, triggers, loot, paths belong in object layers with custom properties
- Custom properties — Attach metadata to tiles and objects (damage, lootTable, dialogId); read in engine
- Terrain brushes — Set up terrains for any tile transition (grass/dirt, water/land); saves hours of manual placement
- Layer groups — Organize complex maps into groups (Background, Gameplay, Foreground, Debug)
- Tile animations — Define animations in tileset (torches, water, flags); Phaser plays them automatically
- Export as JSON — JSON is supported by all major engines and is easy to parse in custom engines