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isometric-building-sprites — Claude Code skill: how to install

Generates isometric building sprites locked to a specific tile footprint. Keeps depth sorting intact so characters walk around buildings naturally.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a claude-code
Open on GitHub

What isometric-building-sprites does

The skill standardizes sprite generation for structures like houses, shops, and towers. It requires fixing tile base size and the footprint before generating art. Each building sits on a visible diamond base with soft contact shadows. A fixed seed keeps lighting consistent across assets.

Eyeballing placement breaks collisions. The anchor point belongs on the front-bottom tile of the footprint. The workflow recommends cleaning alpha edges via transparent-cutout-cleanup and checking character occlusion with depth-sorting-occlusion.

What it helps with

  • lock building footprints to an exact isometric tile count
  • prevent sprites from floating off the ground grid
  • fix depth-sorting glitches between walking characters and walls
  • match lighting direction and visual scale across a building pack

Example prompts for the agent

  • Generate a medieval tavern sprite with a 2x2 tile footprint for an isometric map
  • Calculate the front-bottom anchor point for a 3x3 building sprite
  • Check character occlusion and depth sorting behind the new watchtower

How to install isometric-building-sprites

1Skills CLI (Vercel)

npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a claude-code

2Manually: put the files in place

~/.claude/skills/isometric-building-sprites/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/isometric-building-sprites/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about isometric-building-sprites

How do I install isometric-building-sprites in Claude Code?

Run npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a claude-code. You can also place the file directly at ~/.claude/skills/isometric-building-sprites/SKILL.md.

What does isometric-building-sprites do?

It guides sprite generation for isometric buildings with fixed tile footprints, realistic contact shadows, and standard anchor positions.

Why must the anchor sit on the front-bottom tile?

Depth sorting relies on this reference position. Placing the anchor elsewhere causes characters to render behind front walls or walk on roofs.

Source text

SKILL.md · MIT
---
name: isometric-building-sprites
description: Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.
license: MIT
---

# Isometric Building Sprites

![Isometric Building Sprites demo](assets/demo.png)

## 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

1. Lock art direction and the tile base size first.
2. Decide each building footprint in tiles (e.g. 2x2) BEFORE generating.
3. Prompt one building, isolated on a plain background, sitting on a visible diamond footprint with a soft contact shadow.
4. Keep settings + seed fixed so all buildings share one style and light.
5. Clean alpha with `transparent-cutout-cleanup`.
6. Set the anchor at the front-bottom tile of the footprint for depth sorting.
7. 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.

© 0xheycat · MIT · 0xheycat/isometric-game-skills

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