seamless-isometric-terrain
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
Skill by 0xheycat
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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-seamless-isometric-terrain
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 cases: productivity
Reviews
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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
- Runs as
- Python package
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/seamless-isometric-terrain
What's inside
- Skill name
seamless-isometric-terrain- Description
- Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB). Use this skill whenever the user wants to create ground tiles (grass, dirt, water, road, plowed field, sand, stone, snow), build a tilemap that connects without seams or gaps, fix tiles that have visible edges/mismatched shapes/mixed colors, or set up the proven "Resep D" isometric tile workflow, prompts, and post-processing (transparent PNG via rembg/SAM).
- License
- MIT
- Instructions
- 89 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Files (14)
- SKILL.md
- 01-goal-map.png · assets/
- 02-single-grass-tile.png · assets/
- 03-tile-set.png · assets/
- 04-wrong-vs-right.png · assets/
- 01-overview.md · references/
- 02-production-guide.md · references/
- 03-prompts.md · references/
- 04-rules.md · references/
- 05-troubleshooting.md · references/
- 06-tileset-spec.md · references/
- MEOWART_iso_tile_transparent_resepD_v3.json · scripts/
- README.md · scripts/
- build_workflow.py · scripts/
SKILL.md (first lines)
# Seamless Isometric Terrain (Hay Day-style) — Skill ## What this skill does This skill produces **isometric ground tiles** that snap together into a clean map with **no seams, no gaps, and no color chaos** — the look of mobile farm games like Hay Day. It targets **ComfyUI on an RTX 3060 12GB / 32GB RAM** but the recipe works on any SDXL-capable GPU. The single most important idea: **a map looks seamless when every tile shares the exact same diamond shape and thickness.** Get the shape consistent first (fixed seed), then vary only the surface texture. Everything in this skill enforces that rule.  *Goal: tiles that connect into a continuous map. This is a reference render — production tiles are generated one-by-one in ComfyUI and assembled by the game engine.* ## When to use this skill - The user wants to make terrain / ground tiles for an isometric game or map. - Tiles don't line up: visible **edges, seams, gaps**, or **mismatched sizes/angles**. - Tiles have **mixed/irregular colors**, stray grass rims, or random props. - The user needs the **ComfyUI workflow, prompts, settings, or transparent-PNG export** for tiles. - The user asks to extend a tile set (seasons, new materials like sand/stone/snow). ## How to use this skill (workflow at a glance) 1. **Read the overview** → `references/01-overview.md` (concepts + the golden rule). 2. **Set up ComfyUI** with the proven recipe → `references/02-production-guide.md`. 3. **Copy the prompts** (positive/negative + per-tile table) → `references/03-prompts.md`. 4. **Follow the rules + the avoid-list** → `references/04-rules.md`. 5. **If a tile is wrong**, diagnose it → `references/05-troubleshooting.md`. 6. **Build the full set / extend it** → `references/06-tileset-spec.md`. When running the workflow programmatically, see `scripts/` for the ComfyUI graph builder and the rembg (transparent background) node plan. ## The golden rule (never break this) > **Fix the seed. Keep the prompt short. Same shape for every tile.** > > Seam problems are almost never a texture problem — they are a **shape consistency** > problem. Use one **FIXED seed** for the whole set so every tile is the same diamond, > then only swap the short surface phrase per material.  *One tile, done right: 2:1 diamond, full surface, thick solid soil base, clean background.* ## Quick reference card | Setting | Value | |---|---| | Checkpoint | `juggernautXL_ragnarokBy` | | LoRA 1 | `isometric_tilemap_xl` @ 0.75 | | LoRA 2 | `white_background_sdxl` @ 0.7 | | Sampler / Scheduler | DPM++ 2M / Karras | | Steps / CFG | 30 / 6.5 | | Seed | **FIXED** (identical for every tile in the set) | | Resolution | 1024 × 1024, batch 1 | | VAE | `sdxl_vae` | | Export | rembg / SAM → transparent PNG | **Positive template:** ``` single isometric full [SURFACE] block tile, 2:1 isometric view, thick solid [COLOR] soil base underneath, soft painterly shading, simple clean composition, isolated on plain flat background, game asset, high quality ``` **Never put these in the prompt** (top 3 causes of failure): 1. `thin grassy rim` / `green grass along the edges` 2. `Hay Day mobile farm game art style, cute hand-painted cartoon` 3. Long, wordy surface descriptions See `references/04-rules.md` for the full avoid-list and `references/05-troubleshooting.md` for fixes. ## Verification The tile set is done only when **every** box is checked: - [ ] Each tile fills its full 2:1 isometric footprint — no thin grassy rim or stray edge. - [ ] Placed in a grid, tiles connect with **no visible seam, gap, or color mismatch**. - [ ] The seed was **fixed** across the whole set, so colors/lighting match. - [ ] No stray props, buildings, or extra objects baked into a ground tile. - [ ] Background removed to clean transparent alpha (no halo/fringe). - [ ] The prompt did **not** contain any of the 3 banned phrases above. - [ ] 3+ terrain types generated and verified together in one test map.
From 0xheycat/isometric-game-skills, MIT.
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- 0.565score
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.
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
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 - 0.565score
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.
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
- 0.565score
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
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
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
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seamless-isometric-terrain skill. Agent Mart. https://agentmart.dev/skills/0xheycat-seamless-isometric-terrain (last updated 2026-10-24)