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SKILL verified MIT Self-run

Animated Sprite Generation

skill-0xheycat-isometric-game-skills-animated-sprite-generation · by 0xheycat

Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-animated-sprite-generation

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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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

  1. Decide frame count for a clean loop (4-8 frames is plenty for ambient motion).
  2. Generate frames with a FIXED seed, varying only the motion phrase per frame (e.g. wave phase, blade angle).
  3. Keep the silhouette and lighting identical - only the moving part changes.
  4. Assemble frames into a horizontal strip / sprite sheet.
  5. Confirm frame 1 and frame N loop seamlessly (last frame flows into first).
  6. Play back in-engine at a low FPS (6-12) for ambient motion.
  7. 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.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.