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".
In this repository74 other files it gives its agents.
- card-gameSkill
- rhythm-gameSkill
- side-scrollerSkill
- visual-novelSkill
- boss-modelSkill
- character-modelSkill
- environment-sceneSkill
- vfx-effectSkill
- weapon-propSkill
- worldview-3d-asset-production-routeSkill
- film-action-combatSkill
- film-character-sheetSkill
- film-dialogue-voiceoverSkill
- film-directionSkill
- film-end-creditsSkill
- film-generate-reviewSkill
- film-locationSkill
- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
- film-scriptSkill
- film-shot-promptSkill
- film-storySkill
- film-style-librarySkill
- anime-action-sceneSkill
- cinematic-filmSkill
- game-cutscene-generatorSkill
- product-demoSkill
- social-media-videoSkill
- worldview-gameplay-experience-studySkill
- worldview-gameplay-video-analysisSkill
- boss-battleSkill
- hero-skill-systemSkill
- horror-chaseSkill
- narrative-choiceSkill
- platformer-levelSkill
- puzzle-mechanicSkill
- roguelike-generatorSkill
- worldview-game-asymmetric-information-cooperationSkill
- worldview-game-barricade-delay-and-route-choiceSkill
- worldview-game-character-handoff-and-shared-evidenceSkill
- worldview-game-chase-route-architectureSkill
- worldview-game-death-loop-persistent-cluesSkill
- worldview-game-driving-horror-divided-attentionSkill
- worldview-game-evidence-based-entity-identificationSkill
- worldview-game-horror-experience-rhythmSkill
- worldview-game-horror-mundane-routine-corruptionSkill
- worldview-game-horror-procedural-duty-and-incidentSkill
- worldview-game-horror-returning-place-escalationSkill
- worldview-game-horror-role-and-identity-pressureSkill
- worldview-game-key-item-backtrackingSkill
- worldview-game-limited-save-riskSkill
- worldview-game-lure-hide-escapeSkill
- worldview-game-observation-gated-stalkerSkill
- worldview-game-perception-distortion-and-trustSkill
- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
- worldview-game-scarce-inventory-triageSkill
- The first 60 shown.
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
- Distinctive: line 31
Grid first: Every asset is generated at the locked pixel size and never scaled by the model.
≈ “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.
Files
Pixel Art Sprite
Make sprites that share one grid, one palette and one silhouette rule.
What the user gets
| Deliverable | Format |
| Style card | grid size (16/32/64), palette (8–32 colours, listed), outline rule, shading rule, era reference |
| Character sprite | idle frame at the grid size, on transparent/neutral |
| Animation strips | idle (4–6 f) · walk (6–8 f) · attack (4–6 f) · hurt (2–3 f) · death (4–6 f) |
| Tileset | ground, wall, edge, decoration — same palette, seamless |
| Enemy / prop sprites | from the same style card |
| Preview | assembled 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 overlayRelated entries
side-scroller— the level that uses these spritesplatformer-level— level designcharacter-model— the same character in 3D or as a sheet
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

