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DECRUX9812DECRUX9812/hermes-plugin-gameforge/skills/pixel-art-pipeline/SKILL.md

pixel-art-pipeline

Skill44 starsChanged 23 days agoMITView on GitHub

Make sprite sheets, tilesets and icons for 2D games.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Keep one palette per game (palette= on pixelize) so AI-derived sprites match procedural ones.

    line 50
  2. Very specific:

    Look at preview_gif / preview with vision_analyze before using an asset.

    line 55

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Pixel Art Pipeline Skill

2D art with forge_sprite and forge_tileset: procedural characters, monsters, icons and props, plus a path from any AI image to a clean game sprite. Every output carries engine-ready metadata.

When to Use

Sprite sheets, animations, tilesets, icons, or turning concept art into pixel sprites.

Prerequisites

None. For AI art, Hermes' image_generate tool must be configured.

How to Run

  • Character: forge_sprite kind=character archetype=<hero|knight|mage|rogue|villager|princess|healer> → 24 frames (idle 2 + walk 4 per facing), JSON atlas with frame tags, Godot SpriteFrames, GIF.
  • Monster: kind=monster monster=<slime|bat|beast|ghost|golem|spaceship> hue=<colour>, size=32 for 2x.
  • Icons: kind=items items=[sword,potion,gem,...] size=16|24|32. Props: kind=props props=[tree,pine,...].
  • Tiles: forge_tileset lower=water upper=grass → 16 Wang tiles + fill variants (+ animation strip).
  • AI → sprite: image_generate a subject on a plain background, then forge_sprite kind=pixelize source=<path> size=32 palette=sweetie16.
  • Your frames → sheet: kind=sheet frames=[...] animations={"run":[0,1,2,3]}.

Quick Reference — engines

EngineUse
Godot<name>_frames.tres (SpriteFrames), tileset .tres (terrain painter)
Phaser / Pixi / Defold<name>.json (JSON-hash + meta.frameTags)
Unitythe GameForge Unity scaffold slices from rects; or slice by grid at the frame size
Asepriteopen the PNG, use the frameTags as a guide

Pitfalls

  • Keep one palette per game (palette= on pixelize) so AI-derived sprites match procedural ones.
  • Upscale only with nearest-neighbour; previews already do (preview_scale).

Verification

Look at preview_gif / preview with vision_analyze before using an asset.

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