Install
$ agentstack add skill-0xheycat-isometric-game-skills-animated-sprite-generation ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Animated Sprite Generation
Overview
Animation in 2D isometric games is frame-based, not skeletal. This skill produces short, seamless LOOPS as frame strips. Do NOT animate ground tiles - animate objects on top of them, or performance and visual noise explode.
When to Use
- You need animated water, fire, smoke, windmills, or flags.
- You want idle/ambient motion without a 3D engine.
- A sprite must loop seamlessly without a visible jump.
Process
- Decide frame count for a clean loop (4-8 frames is plenty for ambient motion).
- Generate frames with a FIXED seed, varying only the motion phrase per frame (e.g. wave phase, blade angle).
- Keep the silhouette and lighting identical - only the moving part changes.
- Assemble frames into a horizontal strip / sprite sheet.
- Confirm frame 1 and frame N loop seamlessly (last frame flows into first).
- Play back in-engine at a low FPS (6-12) for ambient motion.
- NEVER animate full ground tiles - animate overlay objects only.
# assemble frames into a horizontal strip
convert frame_*.png +append spritesheet.png
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "More frames = smoother = better" | More frames = more VRAM and bigger atlas for zero visible gain on ambient loops. | | "I will animate the water tiles directly" | Animating every ground tile tanks performance. Use an overlay object. |
Red Flags - STOP if you catch yourself:
- Animating ground tiles instead of overlay objects.
- Loop visibly jumps between last and first frame.
- Silhouette or light changes between frames.
Verification
You are NOT done until every box is checked:
- [ ] The loop is seamless (last frame flows into first).
- [ ] Only the intended part moves; silhouette/light stay fixed.
- [ ] Ground tiles are NOT animated; only overlay objects are.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: 0xheycat
- Source: 0xheycat/isometric-game-skills
- License: MIT
- Homepage: https://0xheycat.github.io/isometric-game-skills/demo/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.