using-isometric-skills
Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
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-using-isometric-skills
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: writing, 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
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- 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/using-isometric-skills
What's inside
- Skill name
using-isometric-skills- Description
- Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
- License
- MIT
- Instructions
- 66 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Using Isometric Skills (Router) ## Overview This is the meta-skill. Isometric games fail when you jump straight into code or art without picking the right workflow. This skill maps an incoming request to the exact specialized skill that should handle it, in the correct order: art direction -> asset generation -> asset processing -> engine -> gameplay -> polish. ## When to Use - The user asks for anything isometric and you are not sure which skill applies. - You are tempted to free-style a renderer, tile, or sprite without a workflow. - A task spans multiple stages (art + engine) and needs sequencing. ## Process 1. Classify the request into one phase: Art Foundations, Asset Generation, Asset Processing, Engine & Rendering, Gameplay, or Polish. 2. Open the matching skill from the table below and follow it exactly. Do not improvise. 3. If the task spans phases, run skills in pipeline order (art -> assets -> processing -> engine -> gameplay -> polish). 4. Lock art direction FIRST. Every asset skill depends on a single agreed style sheet. 5. Return to this router whenever the user changes scope. ### Routing table | If the task is about... | Use skill | |---|---| | Low-VRAM ComfyUI / model setup | `comfyui-lowvram-setup` | | Choosing a consistent art style | `isometric-art-direction` | | Ground tiles that tile seamlessly | `seamless-isometric-terrain` | | Trees, rocks, props | `isometric-object-sprites` | | Houses, barns, shops | `isometric-building-sprites` | | Characters, 8-direction | `isometric-character-sprites` | | Animated water, fire, windmills | `animated-sprite-generation` | | Removing backgrounds / edges | `transparent-cutout-cleanup` | | Packing sprites into an atlas | `spritesheet-atlas-packing` | | Auto edge transitions | `autotiling-transitions` | | Grid <-> screen math | `isometric-grid-math` | | Drawing the world on canvas | `canvas2d-isometric-renderer` | | Things drawn in wrong order | `depth-sorting-occlusion` | | Map file format | `tilemap-data-format` | | Moving units around obstacles | `isometric-pathfinding` | | Pan / zoom camera | `camera-pan-zoom-controls` | | Click-to-select a tile | `tile-picking-interaction` | | Frame drops, lag | `canvas-performance-optimization` | | Automating the asset pipeline | `asset-pipeline-automation` | ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "This task is simple, I do not need a skill" | Simple tasks are where silent inconsistencies enter. Route it anyway. | | "I will pick the skill later" | Order matters. Wrong order means re-generating assets twice. | ## Red Flags - STOP if you catch yourself: - Writing renderer code before art direction is locked. - Generating assets in 3 different styles because no style sheet exists. - Skipping straight to gameplay before the world renders correctly. ## Verification You are NOT done until every box is checked: - [ ] The request is mapped to exactly one starting skill. - [ ] Multi-phase tasks have an explicit skill order written down. - [ ] Art direction is locked before any asset is generated.
From 0xheycat/isometric-game-skills, MIT.
More from 0xheycat/isometric-game-skills
- 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
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
isometric-pathfinding
0xheycat
Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.
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
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
using-isometric-skills. Agent Mart. https://agentmart.dev/skills/0xheycat-using-isometric-skills (last updated 2026-10-24)