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isometric-building-sprites

Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.

Skill by 0xheycat

IndexedMIT★ 40
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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-isometric-building-sprites

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

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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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/isometric-building-sprites

What's inside

Skill name
isometric-building-sprites
Description
Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.
License
MIT
Instructions
46 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • demo.png · assets/

SKILL.md (first lines)

# Isometric Building Sprites

![Isometric Building Sprites demo](assets/demo.png)

## Overview

Buildings are large multi-tile sprites. They need a clear footprint (how many tiles they occupy), a consistent height-to-base ratio, and a known anchor so characters can walk in front of and behind them.

## When to Use

- You need houses, barns, shops, towers, or other structures.
- Buildings overlap tiles incorrectly or float.
- Characters draw in front of buildings they should be behind.

## Process

1. Lock art direction and the tile base size first.
2. Decide each building footprint in tiles (e.g. 2x2) BEFORE generating.
3. Prompt one building, isolated on a plain background, sitting on a visible diamond footprint with a soft contact shadow.
4. Keep settings + seed fixed so all buildings share one style and light.
5. Clean alpha with `transparent-cutout-cleanup`.
6. Set the anchor at the front-bottom tile of the footprint for depth sorting.
7. Place a character next to and behind the building to verify occlusion (see `depth-sorting-occlusion`).

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "Footprint does not matter, I will eyeball placement" | Eyeballed footprints break collision and sorting. Decide tiles first. |
| "Buildings can be a slightly different style" | The biggest objects on screen must match hardest. Fix style + seed. |

## Red Flags - STOP if you catch yourself:

- No defined tile footprint per building.
- Building height/scale varies wildly across the set.
- Characters render in front of tall buildings.

## Verification

You are NOT done until every box is checked:

- [ ] Each building has a documented tile footprint and anchor.
- [ ] All buildings share one style, light, and scale.
- [ ] Character occlusion in front of and behind each building is correct.

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

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

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Cite this page

isometric-building-sprites skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-building-sprites (last updated 2026-10-24)