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SKILL verified MIT Self-run

Isometric Object Sprites

skill-0xheycat-isometric-game-skills-isometric-object-sprites · by 0xheycat

Use when generating isolated isometric props (trees, rocks, bushes, stumps) that drop cleanly onto tiles with correct scale and a transparent background.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-isometric-object-sprites

✓ 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

Isometric Object Sprites

Overview

Objects are sprites that sit ON tiles, not tiles themselves. They must be isolated on a plain background, share one scale, and have a defined ground-anchor so depth sorting works later. This skill produces clean, consistent props.

When to Use

  • You need trees, rocks, bushes, fences, or other decorative props.
  • Props look different sizes or styles when placed together.
  • You need transparent, drop-in-ready object sprites.

Process

  1. Confirm art direction is locked (see isometric-art-direction).
  2. Prompt ONE object per image, isolated on a plain flat background, with a soft contact shadow.
  3. Keep the surface/style phrase SHORT - long prompts add unwanted props and edges.
  4. Use a FIXED seed and identical settings across the whole object set for scale consistency.
  5. Generate, then send to transparent-cutout-cleanup for clean alpha edges.
  6. Define the ground-anchor (bottom-center of the footprint) for each sprite.
  7. Place 3 objects on a test tile to confirm scale and anchor before scaling up.

Prompt template:

single isometric [object], 2:1 isometric view, soft painterly shading,
simple clean composition, isolated on plain flat background, soft contact shadow,
game asset, high quality

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I can generate several objects in one image to save time" | Then you cannot place them individually and scales drift. One object per image. | | "Scale looks close enough" | Close enough reads as broken in-game. Fix the seed and settings. |

Red Flags - STOP if you catch yourself:

  • Multiple objects crammed into one generation.
  • Inconsistent scale across the prop set.
  • Leftover background fringe because cleanup was skipped.

Verification

You are NOT done until every box is checked:

  • [ ] Each prop is a single isolated sprite with transparent background.
  • [ ] All props share one scale and style.
  • [ ] Each sprite has a defined ground-anchor and passes a placement test.

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.