autotiling-transitions
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
Skill by 0xheycat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xheycat-autotiling-transitions
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/autotiling-transitions
What's inside
- Skill name
autotiling-transitions- Description
- Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
- License
- MIT
- Instructions
- 50 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- demo.png · assets/
SKILL.md (first lines)
# Autotiling & Edge Transitions  ## Overview Hard edges between grass and water look like a checkerboard. Autotiling picks the correct edge/corner transition tile based on a bitmask of neighbors. This skill defines the transition set and the bitmask rule. ## When to Use - Two terrain types meet and the seam looks harsh. - You want maps to look hand-blended without hand-placing every edge. - You need a repeatable rule for which transition tile to use. ## Process 1. Define the base terrains and their priority order (e.g. water < sand < grass). 2. Author the 16-tile (or 47-tile) transition set for each terrain pair. 3. For each cell, compute a neighbor bitmask (N, E, S, W and corners). 4. Map the bitmask to the correct transition tile index. 5. Render the transition tile on top of the lower-priority base. 6. Verify all 16 bitmask cases visually with a test map. 7. Cache the bitmask->tile lookup for performance. ```text bitmask = N*1 + E*2 + S*4 + W*8 -> transitionTile[bitmask] ``` ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "I will hand-place edge tiles" | Hundreds of edges by hand is unmaintainable. Use a bitmask rule. | | "One generic edge tile is enough" | Corners need their own tiles or you get gaps. Author the full set. | ## Red Flags - STOP if you catch yourself: - Hard checkerboard seams between terrains. - Missing corner transition tiles. - Bitmask computed but never cached (slow). ## Verification You are NOT done until every box is checked: - [ ] A complete transition set exists per terrain pair. - [ ] All bitmask cases render correctly on a test map. - [ ] The bitmask->tile lookup is cached.
From 0xheycat/isometric-game-skills, MIT.
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- 0.570score
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
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camera-pan-zoom-controls
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using-isometric-skills
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Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
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spritesheet-atlas-packing
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Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.
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tilemap-data-format
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Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
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Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
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depth-sorting-occlusion
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-art-direction
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Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
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isometric-building-sprites
0xheycat
Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.
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Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- Last commit (this folder)
- Jun 10, 2026 (4 months ago)
- Last release
- Jun 10, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
godot4-isometric-tilemap
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9
Cite this page
autotiling-transitions skill. Agent Mart. https://agentmart.dev/skills/0xheycat-autotiling-transitions (last updated 2026-10-24)