Install
$ agentstack add skill-0xheycat-isometric-game-skills-isometric-building-sprites ✓ 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
Isometric Building Sprites
Overview
Buildings are large multi-tile sprites. They need a clear footprint (how many tiles they occupy), a consistent height-to-base ratio, and a known anchor so characters can walk in front of and behind them.
When to Use
- You need houses, barns, shops, towers, or other structures.
- Buildings overlap tiles incorrectly or float.
- Characters draw in front of buildings they should be behind.
Process
- Lock art direction and the tile base size first.
- Decide each building footprint in tiles (e.g. 2x2) BEFORE generating.
- Prompt one building, isolated on a plain background, sitting on a visible diamond footprint with a soft contact shadow.
- Keep settings + seed fixed so all buildings share one style and light.
- Clean alpha with
transparent-cutout-cleanup. - Set the anchor at the front-bottom tile of the footprint for depth sorting.
- Place a character next to and behind the building to verify occlusion (see
depth-sorting-occlusion).
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "Footprint does not matter, I will eyeball placement" | Eyeballed footprints break collision and sorting. Decide tiles first. | | "Buildings can be a slightly different style" | The biggest objects on screen must match hardest. Fix style + seed. |
Red Flags - STOP if you catch yourself:
- No defined tile footprint per building.
- Building height/scale varies wildly across the set.
- Characters render in front of tall buildings.
Verification
You are NOT done until every box is checked:
- [ ] Each building has a documented tile footprint and anchor.
- [ ] All buildings share one style, light, and scale.
- [ ] Character occlusion in front of and behind each building is correct.
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.