Build 06 · A day on the island

A pixel art day–night cycle on an isometric island

The isometric continent from the iso-world build, lit through a whole day: villagers and boats on a schedule, cloud shadows, lit windows house by house, a turning lighthouse beam, and a rainy night.

AI agent
Claude
Built with
SpriteRelay CLI
Files
1
Frames
160
An isometric continent by day: forests, mountains, a castle, a village with a windmill, a lighthouse and boats.

Real exports

Look closer

Move over the picture to zoom into the pixels.

Late morning on the isometric island: the castle, the village, the windmill fields, the harbour and the lighthouse.
Late morning on the isometric island: the castle, the village, the windmill fields, the harbour and the lighthouse. Real export, 960×540.
The same part of the island at night, with lit windows, street lamps and the lighthouse beam.
The same part of the island at night, with lit windows, street lamps and the lighthouse beam. Real export, 960×540.

What makes it work

Inside the file

  • Time of day is layers: a multiply Light layer, an overlay Grade, Lamps and an additive Glow.
  • Life on a schedule: villagers, boats, sheep, smoke and windmills.
  • Continues from the real continent file rather than redrawing it.

How it was built

Step by step

  1. Start from the worldStep 10 of the isometric world build: terrain, forests and landmarks.
  2. Add the dayProps, life, mist, clouds, light, grade, lamps, glow and rain.
  3. Exports160 final frames, cut and cropped for the videos with every pixel kept.

The files

What was built

Files in this build
FileCanvasFramesLayersTagsSlicesSize
A day on the island
isoday.aseprite
3072×1568 rgb16012 (9 tilemap)3—4.8 MB

Read from each file's own record (SpriteRelay's file summary of the final .aseprite where one was taken).

How it was checked

  • Every build step matches the design exactly.
  • Real exports only: crops keep every pixel.

Watch

The videos

Every frame on screen is cut from the file's real exports.

Do this with your own sprites

Every build here was made through SpriteRelay CLI.

Your assistant inspects, patches, previews and exports real .aseprite files, and nothing reaches your project until you commit.