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Isometric building sprites

Skill 0xheycat/isometric-game-skills/skills/isometric-building-sprites

Agent-ready toolkit for isometric games: ComfyUI art pipelines, seamless terrain, sprites, grid math, Canvas2D rendering, pathfinding, and asset automation.

Install
npx -y skills add 0xheycat/isometric-game-skills --skill isometric-building-sprites

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 5 stars5 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

2.0 KB, as published. Nobody here has run it

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)

ExcuseReality
"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.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.