Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add 0xheycat/isometric-game-skills --skill animated-sprite-generationgit clone --depth 1 https://github.com/0xheycat/isometric-game-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/0xheycat/isometric-game-skills/animated-sprite-generation)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/animated-sprite-generation"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/animated-sprite-generation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/animated-sprite-generation"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/animated-sprite-generation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00033 | $0.00473 |
| Opus 5 | $0.00016 | $0.00236 |
| Sonnet 5 | $0.00007 | $0.00095 |
| Haiku 4.5 | $0.00003 | $0.00047 |
Grade A, and why
animated-sprite-generation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
Animated Sprite Generation

Overview
Animation in 2D isometric games is frame-based, not skeletal. This skill produces short, seamless LOOPS as frame strips. Do NOT animate ground tiles - animate objects on top of them, or performance and visual noise explode.
When to Use
- You need animated water, fire, smoke, windmills, or flags.
- You want idle/ambient motion without a 3D engine.
- A sprite must loop seamlessly without a visible jump.
Process
- Decide frame count for a clean loop (4-8 frames is plenty for ambient motion).
- Generate frames with a FIXED seed, varying only the motion phrase per frame (e.g. wave phase, blade angle).
- Keep the silhouette and lighting identical - only the moving part changes.
- Assemble frames into a horizontal strip / sprite sheet.
- Confirm frame 1 and frame N loop seamlessly (last frame flows into first).
- Play back in-engine at a low FPS (6-12) for ambient motion.
- NEVER animate full ground tiles - animate overlay objects only.
# assemble frames into a horizontal strip
convert frame_*.png +append spritesheet.png
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "More frames = smoother = better" | More frames = more VRAM and bigger atlas for zero visible gain on ambient loops. |
| "I will animate the water tiles directly" | Animating every ground tile tanks performance. Use an overlay object. |
Red Flags - STOP if you catch yourself:
- Animating ground tiles instead of overlay objects.
- Loop visibly jumps between last and first frame.
- Silhouette or light changes between frames.
Verification
You are NOT done until every box is checked:
- The loop is seamless (last frame flows into first).
- Only the intended part moves; silhouette/light stay fixed.
- Ground tiles are NOT animated; only overlay objects are.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 56 lines · 33 tokens per session scan A 875ea70e4fb0
animated-sprite-generation is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 33 tokens to every session and 473 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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