Skip to content
Back to skills

Tinyworld Visual Qa

ASecurity

Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

  • 1,587 stars
  • 0 votes
  • 0 copies
  • 3 views
  • Added May 26, 2026
devopsrusttestingfrontend

Works with

  • cli

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned May 27, 2026

npx -y skills add jasonkneen/tiny-world-builder --skill tinyworld-visual-qa --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Tinyworld Visual Qa?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Tinyworld Visual Qa
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jasonkneen-tinyworld-visual-qa/badge)](https://www.skillsdirectory.com/skills/jasonkneen-tinyworld-visual-qa)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: tinyworld-visual-qa
description: Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.
---

# Tiny World Visual QA

Use the browser route `http://localhost:3000/tiny-world-builder` when available.

Checks:

- Console has no app errors.
- Toolbar shortcuts still work: `0`, `1`-`9`, letter tools, `E`.
- Left-click places only on the editable home board.
- Right-drag and Space+drag pan smoothly.
- Dragging/clicking the minimap canvas pans the camera target while dragging the minimap chrome/footer still moves the widget.
- Minimap colours should track live scene materials plus time/weather theme tint, not a stale fixed palette.
- Orbit still works with normal left-drag.
- Ghost boards do not become editable.
- The opacity torch is smooth and does not reveal square board seams.
- Tilt-shift overlays have `pointer-events: none`, stay below UI controls, and remain visible during pan/orbit/zoom movement.
- Cloud shadow at 0% / low values should reduce ground shadow strength without hiding visible cloud puffs.
- Building details should be believable: manor portico columns stay entry-scale, windows have frames/crossbars, and tall buildings do not stretch entry features unrealistically.
- Toolbar flyouts should sit clear of the toolbar (about 10px), avoid vertical clipping, and reduce empty thumbnail air via camera/frustum framing rather than negative CSS margins inside scrollable flyout containers.
- The Stamps panel should open as a compact floating canvas panel, stay open while placing items, drag by its header, avoid AI/create/enhance controls, and keep darker thumbnail previews readable.
- Dialog titles should use the shared Fraunces `.modal-head strong` treatment, with explanatory body copy in `.modal-copy` / `.confirm-copy` and readable darker muted text.
- Selection preview in the floating agent panel should show useful property chips for the primary selected kind. Supported properties (e.g. tower Top/Body colour, building Shape, Size) should apply immediately through `setCell`; unsupported creative edits can fall back to prompts.
- Selection preview must render the same object/stamp factory as the world view. Voxel-build/custom objects should not fall back to a generic blue cube.
- Selection colour controls should offer a broad palette for supported object parts, not just 3-4 legacy swatches.

Useful browser probes:

```js
pickTile(window.innerWidth / 2, window.innerHeight / 2)
```

```js
getComputedStyle(document.body, '::before').pointerEvents
getComputedStyle(document.body, '::after').pointerEvents
```

Files in this skill

  • SKILL.md2.6 KB
  • agents/openai.yaml211 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.