isometric-object-sprites — Claude Code skill: how to install
Creates isolated 2:1 isometric game props like trees and rocks with matching scale, contact shadows, and defined tile ground anchors.
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a claude-codeWhat isometric-object-sprites does
This skill establishes a strict pipeline for producing standalone isometric props such as foliage, boulders, and fences. It instructs the agent to prompt exactly one object per image against a flat background. Keeping the style prompt brief avoids stray decorative clutter and unwanted scene borders.
The workflow relies on a fixed seed and identical generator parameters across an entire prop collection. It defines a ground-anchor coordinate at the bottom-center of the footprint, which is necessary for depth sorting in-engine. Before producing a large set, three sample props must pass a placement test on a target tile.
Bundling multiple props into a single generation prompt causes scale drift that breaks in-engine placement.
What it helps with
- Build prompts for isolated 2:1 isometric props with soft contact shadows
- Keep consistent dimensions and visual style across a full prop set
- Mark ground-anchor points for correct depth sorting on isometric tiles
Example prompts for the agent
- Generate a prompt for an isolated isometric pine tree matching our tile grid
- Create a prop specification for a mossy boulder in 2:1 isometric view
- Review ground-anchor rules before testing tree placement on a ground tile
How to install isometric-object-sprites
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a claude-code2Manually: put the files in place
~/.claude/skills/isometric-object-sprites/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/isometric-object-sprites/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a codex2Manually: put the files in place
.agents/skills/isometric-object-sprites/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a cursor2Manually: put the files in place
.cursor/skills/isometric-object-sprites/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install 0xheycat/isometric-game-skills isometric-object-sprites2Manually: put the files in place
.github/skills/isometric-object-sprites/SKILL.md1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a gemini-cli2Platform CLI
gemini skills install https://github.com/0xheycat/isometric-game-skills --path skills/isometric-object-spritesManually: put the files in place
.devin/skills/isometric-object-sprites/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill isometric-object-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-object-sprites
How do I install isometric-object-sprites in Claude Code?
Run npx skills add 0xheycat/isometric-game-skills --skill isometric-object-sprites -a claude-code.
What does the isometric-object-sprites skill do?
It guides coding agents to prompt and validate single isometric game props with matching scale and clear ground-anchor points.
Why does the skill require generating only one prop per image?
Generating several props at once leads to mismatched object scaling and makes clean sprite extraction impossible.
Source text
SKILL.md · MIT
--- name: isometric-object-sprites description: Use when generating isolated isometric props (trees, rocks, bushes, stumps) that drop cleanly onto tiles with correct scale and a transparent background. license: MIT --- # 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: ```text 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.
© 0xheycat · MIT · 0xheycat/isometric-game-skills