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
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-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
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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/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  ## 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.
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- 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
asset-pipeline-automation
0xheycat
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
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
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
using-isometric-skills
0xheycat
Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
spritesheet-atlas-packing
0xheycat
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.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
tilemap-data-format
0xheycat
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
transparent-cutout-cleanup
0xheycat
Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
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
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 - 0.565score
godot4-isometric-tilemap
0xheycat
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
0xheycat
Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
SkillCFreshness: C★ 40Claude Code +9
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
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 - 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
asset-pipeline-automation
0xheycat
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
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
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
Cite this page
isometric-building-sprites skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-building-sprites (last updated 2026-10-24)