isometric-building-sprites

isometric-building-sprites is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 33 tokens per session (447 once invoked), scanned A, original, MIT.

A guide for creating isometric building sprites—angled game images of houses, shops, barns, or similar structures—with a defined tile footprint and anchor point.

In plain words
What is it for?
It helps set a building’s tile size, generate it in a consistent art style, clean its background, choose its depth-sorting anchor, and test whether characters appear in front of or behind it correctly.
Why use it?
Large buildings can overlap characters incorrectly, appear to float, or interfere with movement when their occupied tiles and depth order are guessed. Defining these details keeps placement and front-to-back drawing correct.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps set a building’s tile size, generate it in a consistent art style, clean its background, choose its depth-sorting anchor, and test whether characters appear in front of or behind it correctly.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/isometric-building-sprites
Install

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.

Any agent
npx skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites
Clone the repo
git clone --depth 1 https://github.com/0xheycat/isometric-game-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for isometric-building-sprites

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-building-sprites/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-building-sprites)
Your own site
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-building-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-building-sprites/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.

agentmods 80×15 button for isometric-building-sprites

Your own site · 80×15
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-building-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-building-sprites.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 447 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00033 $0.00447
Opus 5 $0.00016 $0.00224
Sonnet 5 $0.00007 $0.00089
Haiku 4.5 $0.00003 $0.00045

Measured 12d ago against content hash d894779e43d1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

isometric-building-sprites 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.

skills/isometric-building-sprites/SKILL.md · 51 lines

What it actually says

Isometric Building Sprites

Isometric Building Sprites demo

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.
Files

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.

Changes

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.

  1. 12d ago First seen · 51 lines · 33 tokens per session scan A d894779e43d1

Subscribe to this mod's changes

isometric-building-sprites 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 447 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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