Install
$ agentstack add skill-0xheycat-isometric-game-skills-asset-pipeline-automation ✓ 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.
Verified badge
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
Asset Pipeline Automation
Overview
Manual asset handling does not scale past a few sprites. This skill builds a one-command pipeline: clean -> pack atlas -> emit JSON -> validate, so artists regenerate and the game just updates.
When to Use
- You regenerate assets often and redo packing by hand.
- Atlas/JSON drifts out of sync with the sprites.
- You want a reproducible build step for art.
Process
- Define input (raw generated sprites) and output (atlas + JSON + map) folders.
- Script step 1: background cleanup (see
transparent-cutout-cleanup). - Script step 2: atlas packing + JSON (see
spritesheet-atlas-packing). - Script step 3: validate every referenced sprite exists in the atlas.
- Make it one command (
npm run assets) and idempotent. - Fail loudly if a sprite is missing or an anchor is undefined.
- Run it in CI so broken assets never ship.
npm run assets # clean -> pack -> emit json -> validate
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "Packing by hand is fine for now" | It will not be fine at 100 sprites. Automate early. | | "I will validate manually" | Manual validation misses one sprite and ships a hole. Automate the check. |
Red Flags - STOP if you catch yourself:
- Manual atlas packing on every art change.
- Atlas and JSON drifting out of sync.
- No validation that referenced sprites exist.
Verification
You are NOT done until every box is checked:
- [ ] One command rebuilds atlas + JSON from raw sprites.
- [ ] Pipeline validates all references and fails loudly.
- [ ] Build is idempotent and runs in CI.
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.