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 godot4-isometric-tilemapgit 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/godot4-isometric-tilemap)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap/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/godot4-isometric-tilemap"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap.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 | $0.00054 | $0.00697 |
| Opus 5 | $0.00027 | $0.00349 |
| Sonnet 5 | $0.00011 | $0.00139 |
| Haiku 4.5 | $0.00005 | $0.00070 |
Grade A, and why
godot4-isometric-tilemap 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4 Isometric TileMap
Overview
Godot 4 supports isometric natively, but the defaults fight you: wrong tile shape, broken draw order, and magic pixel offsets that look fine until something moves. This skill maps the repo's tested concepts (grid math, depth sorting) onto Godot's TileMapLayer + Y-sort so it is correct the first time.
When to Use
- Starting an isometric scene in Godot 4 (4.3+,
TileMapLayer). - Characters draw in front of / behind tiles they should not.
- Tiles overlap, or mouse picking selects the wrong cell.
Process
- TileSet: set Tile Shape = Isometric, Tile Layout = Diamond Down, and Tile Size to your 2:1 footprint (e.g. 64x32).
- Put ground on a
TileMapLayer. For anything that must sort against characters, enable Y Sort Enabled on the layer and its parent node. - Set each movable sprite's
y_sort_originto the tile's feet/anchor (not its top). This is Godot's version of thedepth = col + rowrule (see depth-sorting-occlusion). - Convert coordinates with the built-ins
local_to_map()/map_to_local()instead of hand-rolled offsets (mirrors isometric-grid-math). - Mouse picking:
local_to_map(get_local_mouse_position())to get the cell, thenmap_to_local()to snap a highlight (see tile-picking-interaction). - Keep ONE tile size and anchor convention across every layer and scene.
# grid <-> world: let Godot do the iso math
var cell: Vector2i = ground.local_to_map(ground.get_local_mouse_position())
var world: Vector2 = ground.map_to_local(cell) # center of that tile
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "I'll nudge sprite offsets until it lines up" | Manual offsets break under Y-sort and zoom. Set y_sort_origin to the anchor. |
| "I'll write the iso math myself" | local_to_map / map_to_local are exact and tested. Use them. |
Red Flags - STOP if you catch yourself:
- Y Sort disabled, or
y_sort_originleft at the default (0,0). - Hand-written screen<->grid math instead of the
TileMapLayerAPI. - Mixed tile sizes or anchors across layers.
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.
- 12d ago First seen · 55 lines · 54 tokens per session scan A fa6deccffd7f
godot4-isometric-tilemap is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 697 once invoked, about $0.0003 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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