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 isometric-object-spritesgit 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/isometric-object-sprites)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-object-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-object-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.
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-object-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-object-sprites.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 | $0.00037 | $0.00502 |
| Opus 5 | $0.00018 | $0.00251 |
| Sonnet 5 | $0.00007 | $0.00100 |
| Haiku 4.5 | $0.00004 | $0.00050 |
Grade A, and why
isometric-object-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 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.
How it starts
The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
- Confirm art direction is locked (see
isometric-art-direction). - Prompt ONE object per image, isolated on a plain flat background, with a soft contact shadow.
- Keep the surface/style phrase SHORT - long prompts add unwanted props and edges.
- Use a FIXED seed and identical settings across the whole object set for scale consistency.
- Generate, then send to
transparent-cutout-cleanupfor clean alpha edges. - Define the ground-anchor (bottom-center of the footprint) for each sprite.
- Place 3 objects on a test tile to confirm scale and anchor before scaling up.
Prompt template:
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.
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 · 59 lines · 37 tokens per session scan A bc9e7f1a9372
isometric-object-sprites is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 37 tokens to every session and 502 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.
Other skills, from other repositories
threejs-geometry
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
threejs-world-generation
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage.…
sound-effects
Generate sound effects from text descriptions using ElevenLabs. Use when creating sound effects, generating audio textures, producing ambient sounds, cinematic impacts, UI sounds, or any audio that isn't speech. Supports looping, duration control, and prompt influence tuning.
character-animation-qa
Review local character animation with schema checks, Playwright browser previews, frame sampling, and FFmpeg/ffprobe final output checks.
pose-library-design
Design reusable 2D character pose libraries, action cycles, and expression states for data-driven animation.