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.
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/isometric-building-sprites/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/isometric-building-sprites/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a codex2Manually: put the files in place
.agents/skills/isometric-building-sprites/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a cursor2Manually: put the files in place
.cursor/skills/isometric-building-sprites/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install 0xheycat/isometric-game-skills isometric-building-sprites2Manually: put the files in place
.github/skills/isometric-building-sprites/SKILL.md1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a gemini-cli2Platform CLI
gemini skills install https://github.com/0xheycat/isometric-game-skills --path skills/isometric-building-spritesManually: put the files in place
.devin/skills/isometric-building-sprites/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
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  ## 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