sprite-atlas
Skill12 starsChanged 23 days agoMITView on GitHub
Use when sprite sheets need slicing, stable pivots, texture packing or engine metadata, or when an imported animation jitters, bleeds between cells or loses attachments.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- character-rigSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- animation-graphSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- enemy-kit-balanceSkill
- 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 29
Import the metadata and replay the animation.
≈ “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
Sprite atlas
Own packing and import, not image inventory. Sprite catalog owns required image families; pixel-animation owns playback and gameplay frame mapping. Keep the existing family's intent when older callers ask this skill to generate art; route generation before packing.
Modes
| Mode | Output |
| grid-slice | uniform source cells and explicit empty-cell handling |
| trimmed-pack | varying trimmed regions with original geometry preserved |
| tileset | tile IDs, margin/separation and terrain metadata |
| ui-kit | regions plus nine-slice borders and widget states |
Legacy families char-cycle, portrait, projectile, prop, combat-pose, facing, companion, enemy, weapon-overlay, pickup, hud-icon, shadow, vehicle and background remain inventory requests; resolve a packing mode afterwards. VFX generation goes to vfx-generate.
For HD redraws with face/head/body proportion drift, hd-sprite-sequence owns source-art repair and the hard identity/sequence gate. Packing or per-frame silhouette resizing cannot certify that anatomy is stable.
Procedure
- Inspect real image dimensions, alpha, cell layout, facing and target loader/version. An attractive generated sheet is not necessarily an exact grid. Reject or repair malformed cells explicitly; never silently crop a weapon or foot.
- Measure pivot/attachment positions against the untrimmed source coordinate system. Publish axis direction and pixels-per-unit. If trimmed or rotated, export the transform back to the source; disable rotation for loaders that cannot represent it.
- Export each region's ID,
source_size, packed rectangle,trim_offset,pivot, rotation, socket offsets andduration_ms. Preserve stable IDs across repacks. A zero-alpha cell may be an intentional timing frame, not removable waste. - Choose padding/extrusion, filtering, mipmaps, page size and compression for the actual renderer. A fixed one-pixel rule is not sufficient for all mip levels. Report alpha convention and test against light and dark backgrounds.
- Import the metadata and replay the animation. Map artwork durations onto the authored simulation timeline; never change active frames to fit a PNG. Hitboxes and hurtboxes stay authored gameplay data.
Output
Atlas images, frame/animation metadata, source manifest mapping, packing settings, version/rights record, measured alignment deviations and an import result. Unsupported loader features are blocked, not guessed. Generation and packing scripts must not overwrite source art without explicit permission.
Accept
Replay idle/walk/attack with overlays for source pivot and sockets; trimming must not move them. Repack and verify saved IDs still resolve. Test empty frames, rotated imports, edges at minification and missing-region fallback. A missing attachment must not create invisible invulnerability.
Atlases that arrive pre-packed
A pack's atlas JSON is checked by asset-pack-intake for file integrity and geometry; this skill still owns import settings, pivots, trimming and replay in the target engine.
Reference
Godot TileSet atlas properties describe a concrete loader's margins, separation and padding. Inspect the target version rather than copying its settings to every engine.
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.

