Agent skill

Tinyworld Block Button Style

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Block Button Style

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-block-button-style -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-block-button-style --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/tinyworld-block-button-style .claude/skills/tinyworld-block-button-style && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
tinyworld-block-button-style
GitHub stars
1.6k
Token cost
~2k tokens
SKILL.md length
844 words
Files
1
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.

  • Works in 3 steps: Outlined square — a 1.5px border in a… → Outlined glyph — a white icon body with… → Category color — the dark outline is the…
  • Styling any tool/block button
  • SKILL.md covers The three ingredients, Category palette, Recipe (lives in… and Applying it to a new button/tile, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Tinyworld Block Button Style is an agent skill from jasonkneen/tiny-world-builder. Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon button/tile is added so the UI stays consistent.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The licence is AGPL-3.0.

When your agent uses it

  • Styling any tool/block button
  • New clickable square in Tiny World Builder

Example prompts

  • “/tinyworld-block-button-style”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. Outlined square — a 1.5px border in a darkened version of the tile's
  2. Outlined glyph — a white icon body with a matching dark colored outline,
  3. Category color — the dark outline is the darkened category tint; the

What it can do on your machine

Read from SKILL.md and the folder at commit 90bc6f3. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are css).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Tinyworld Block Button Style loads about 2k tokens when it runs. Until then it costs about 97 tokens; SKILL.md has 844 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jasonkneen/tiny-world-builder at commit 90bc6f3, republished under its AGPL-3.0 licence (© jasonkneen). 844 words, ~2,004 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-block-button-style/SKILL.md (or your agent's skills folder).
name
tinyworld-block-button-style
description
Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. The locked-in "block" aesthetic — a raised square with a dark category-colored outline, an inner white line, and a white-bodied glyph outlined in the same dark color. Apply this whenever a new icon button/tile is added so the UI stays consistent.

Tiny World "Block" button style (locked design language)

The canonical look for tool/block buttons (the floating palette .tool-palette, the group popout .flyout, and the bottom toolbar .tool blocks). Jason signed off on this as the house style — reuse it for any new icon square/tile.

The three ingredients

  1. Outlined square — a 1.5px border in a darkened version of the tile's category color, an inner white line, and a slight raised lift.
  2. Outlined glyph — a white icon body with a matching dark colored outline, drawn with paint-order: stroke + vector-effect: non-scaling-stroke so one stroke-width looks identical across every glyph viewBox (24, 512, …).
  3. Category color — the dark outline is the darkened category tint; the square keeps a faint translucent category background.

Category palette

posTypebackground tintdark outline (border + glyph stroke)
terrainrgba(123,194,48,0.16)#3a6511
primaryrgba(23,107,235,0.13)#1e428a
tertiaryrgba(254,146,14,0.18)#a05600
shieldrgba(45,215,255,0.15)#0e5f7e
neutral(none)#2f3b57 (default --glyph-outline)

The dark outline = the category tint darkened ~50–60%. For a new category, pick the same hue at roughly that lightness.

Recipe (lives in styles/tiny-world.css)

Glyph (white body + colored outline):

css
.tool .tool-glyph { color: #fff; --glyph-outline: #2f3b57; }
.tool .tool-glyph svg { fill: currentColor; overflow: visible; }
.tool .tool-glyph svg * {
  fill: currentColor;
  stroke: var(--glyph-outline);
  stroke-width: 2.1;
  vector-effect: non-scaling-stroke;
  paint-order: stroke;
  stroke-linejoin: round;
  stroke-linecap: round;
}
/* per posType: set --glyph-outline on the .tool-glyph */

Raised, outlined square (per posType; same pattern for .tool and .tool.flyout-tool[data-pos-type]):

css
.tool[data-pos-type="primary"] {
  border: 1.5px solid #1e428a;                 /* dark category outline */
  box-shadow:
    inset 0 0 0 1.5px rgba(255,255,255,0.92),   /* inner white line */
    inset 0 -3px 0 rgba(30,66,138,0.22),        /* bottom bevel */
    0 2px 3px -1px rgba(20,30,50,0.22);         /* raised drop shadow */
}

Applying it to a new button/tile

  • Give the tile a data-pos-type (terrain/primary/tertiary) — the existing rules then paint it automatically. posTypeForTool() in 19-tools-toolbar.js maps a tool to its posType.
  • Bottom-toolbar buttons must all carry a stable data-pos-type: Select uses primary, Erase uses neutral, and inactive group buttons use posTypeForToolGroup(group) so their borders do not disappear until a group becomes active. The late Unified block buttons CSS block applies the same raised border/inner-line treatment to .toolbar .tool, .toolbar .tool-group-btn, .flyout .tool.flyout-tool, and the floating .tool-palette; keep that block after generic flyout sizing rules.
  • Selection radial buttons stay circular, but they still use the same category contract. 33-radial-menu.js passes data-pos-type through makeBtn() (root actions = primary, close/back = neutral, reset swatch = neutral). Close/Back sits as the compact center button (.radial-center), with action buttons on a tight orbit; do not put close/back back into an outer top slot or expand the ring radius. The mooring style radial in 36-mooring-interaction.js uses tertiary. Style them via .radial-btn[data-pos-type], not by returning to pale generic circles.
  • Radial labels/icons need a separate high-contrast --radial-ink on an opaque --radial-bg. Do not use very transparent category fills for radial buttons; the 3D scene bleeds through and makes the icon text unreadable.
  • Appbar icon buttons, the single language picker trigger, and the left side-rail controls are also category chrome now. Keep data-pos-type on those static HTML buttons and style them through .appbar .btn.icon[data-pos-type], .controls .btn.icon[data-pos-type], and .language-trigger[data-pos-type]. The language choices live in the upward menu; do not put the four-flag strip back in the appbar.
  • The top-center .world-pill[data-pos-type="primary"] keeps the primary blue outline, but its resting fill is deliberately bright white glass (rgba(255,255,255,0.82)) rather than the generic blue primary tint so the world selector matches the whiter chrome surfaces. Its hover state must keep transform: translateX(-50%); do not apply the generic hover lift to this fixed centered pill or it jumps.
  • The token corner is deliberately plain text, not a pill panel. Keep .token-corner free of data-pos-type, borders, backdrop blur, and hover transforms; only the nested GitHub link uses .token-corner .btn.icon[data-pos-type] block-button chrome.
  • Build the icon with buildToolButton(tool, { flyout: true }) so it reuses the .tool-glyph / .tool-icon machinery and the outline rules.
  • Bottom-toolbar utility buttons use buildToolbarUtilityButton(...) and the same .tool icon-only block square. Keep Home and Shield as adjacent utility buttons at the front of the bottom toolbar; Shield uses data-pos-type="shield" and reflects the raised/lowered VoxelShield state with .active and aria-pressed.
  • Active/pressed toolbar states must override dark/after-hours theme rules: keep the category outline color, use a light raised fill, a visible 2px outer ring, and a short bottom accent bar so selected tools do not read like pale disabled buttons. Because the theme blocks use body.ui-theme-dark ... !important, add matching body.ui-theme-dark active selectors after the generic selected block; a lower-specificity late rule is not enough.
  • If a component hard-codes button background, color, border, or local category variables (for example launch/game-type, auth, account, or corner chrome buttons), add a component-scoped body.ui-theme-dark ... rule after the light rule. Do not rely on inherited --ink: background: var(--ink) plus color: #fff becomes unreadable when dark mode flips --ink to light text.
  • Light-mode selected option chips/tabs in the selection and Layers properties panels are part of the same glass language. Keep their old translucent fills (rgba(60,130,247,0.15) for active chips, rgba(23,107,235,0.14) for active Layers tabs) plus backdrop blur; do not replace them with solid white fills.
  • Mono/utility icons (select, erase) use .tool-icon and render as fill:none; stroke:currentColor outlines (the rule is shared between .toolbar, .flyout, and .tool-palette). Keep them line-art, not filled.
  • Never go back to solid-filled (fill:currentColor; stroke:none) glyphs for block buttons — that is the old look this style replaced.
Show full SKILL.md (58 more words)Show less

Gotchas

  • vector-effect/paint-order must be on the path/shape elements (svg *), not the <svg> — they don't inherit.
  • The global [data-tooltip]{position:relative} rule can clobber position at tied specificity; if a styled button mispositions, raise selector specificity (e.g. button.foo).
  • Verify in a real browser, not synthetic events: sample the rendered pixels (a primary block reads dark border 30,66,138 → white line ~250 → tint).

© jasonkneen, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .codex/skills/tinyworld-block-button-style of jasonkneen/tiny-world-builder.

Open the folder on GitHubat commit 90bc6f3

Compare with similar skills

Tinyworld Block Button Style next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Tinyworld Block Button Style compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Block Button Style this skilljasonkneen/tiny-world-builder1.6k—~2kAutomated safety check: PassAGPL-3.0
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Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Tinyworld Block Button Style

What does Tinyworld Block Button Style do?

A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder. Tinyworld Block Button Style is an agent skill from jasonkneen/tiny-world-builder. Use when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.

When should I use Tinyworld Block Button Style?

Tinyworld Block Button Style fits situations like: styling any tool/block button; new clickable square in Tiny World Builder.

How do I install Tinyworld Block Button Style in Claude Code?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-block-button-style -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-block-button-style in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-block-button-style in your project. Claude Code loads it when a task matches its description.

How do I install Tinyworld Block Button Style in Codex?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-block-button-style -a codex`. Or copy the skill folder (.codex/skills/tinyworld-block-button-style in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-block-button-style in your project. Codex loads it when a task matches its description.

Can I use Tinyworld Block Button Style in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-block-button-style -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tinyworld-block-button-style, .gemini/skills/tinyworld-block-button-style, .github/skills/tinyworld-block-button-style and .opencode/skills/tinyworld-block-button-style in your project.

What does Tinyworld Block Button Style need to run?

SKILL.md names no scripts, command-line tools or credentials: Tinyworld Block Button Style is instructions for the agent only.

Does Tinyworld Block Button Style access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Tinyworld Block Button Style safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Tinyworld Block Button Style use?

Tinyworld Block Button Style is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Tinyworld Block Button Style use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tinyworld Block Button Style?

Skills that share tags, products or a category with Tinyworld Block Button Style: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tinyworld Block Button Style?

jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,591 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 8, 2026.

Source: jasonkneen/tiny-world-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.