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LogicOberLogicOber/Worldview-Skills/skills/2d-game/pixel-art-sprite/SKILL.md

pixel-art-sprite

Skill2 starsChanged 50 days agoApache-2.0View on GitHub

Entry point for 2D pixel assets — a character sprite with a locked palette and grid, idle/walk/attack/hurt animation strips, a tileset that shares the palette, and a style card so every later sprite matches. Use when the user says "pixel art", "sprite", "16-bit", "8-bit", "tileset", "retro 2D".

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Grid first: Every asset is generated at the locked pixel size and never scaled by the model.

    line 31

≈ “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 Sprite

Make sprites that share one grid, one palette and one silhouette rule.

What the user gets

DeliverableFormat
Style cardgrid size (16/32/64), palette (8–32 colours, listed), outline rule, shading rule, era reference
Character spriteidle frame at the grid size, on transparent/neutral
Animation stripsidle (4–6 f) · walk (6–8 f) · attack (4–6 f) · hurt (2–3 f) · death (4–6 f)
Tilesetground, wall, edge, decoration — same palette, seamless
Enemy / prop spritesfrom the same style card
Previewassembled scene mock-up showing everything together

Rules this entry enforces

  • Grid first. Every asset is generated at the locked pixel size and never scaled by the model. A 32-px character next to a 16-px tile is two games.
  • Palette is a list, not a mood. Hex values, counted. The style card carries it; every prompt pastes it.
  • Silhouette test. The character is recognisable as a black shape. Hats, weapons and hair do the work.
  • Consistent light direction. Top-left, stated once, obeyed in every sprite.
  • Animation from the idle. Each strip is generated with the idle frame as reference and a one-line delta per frame. Re-describing the character per frame produces five characters.
  • Era reference, not "retro". "SNES-era 16-bit with 4-tone ramps and dithering" is a spec; "retro" is not.
  • Seamless tiles verified. Edges are checked by tiling the output 3×3 before locking.

Example

Style card: 32 px · 24-colour palette (listed) · 1-px dark outline ·
  3-tone ramps, no dithering · top-left light · Celeste-era
Character: knight-cartographer · black braid reads as a single dark shape ·
        brass compass as a 2-px accent on the hip
Strips: idle 6 f (breath) · walk 8 f · attack 5 f (wind-up on f1–2) · hurt 3 f
Tileset: bone-brick ground · rib-wall · lantern (2-frame flicker) · fog overlay

Related entries

  • side-scroller — the level that uses these sprites
  • platformer-level — level design
  • character-model — the same character in 3D or as a sheet

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