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jammyfujammyfu/open-game-skills/skills/2d/sprite-atlas/SKILL.md

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.

The file

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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.

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Import the metadata and replay the animation.

    line 29

≈ “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

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

ModeOutput
grid-sliceuniform source cells and explicit empty-cell handling
trimmed-packvarying trimmed regions with original geometry preserved
tilesettile IDs, margin/separation and terrain metadata
ui-kitregions 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

  1. 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.
  2. 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.
  3. Export each region's ID, source_size, packed rectangle, trim_offset, pivot, rotation, socket offsets and duration_ms. Preserve stable IDs across repacks. A zero-alpha cell may be an intentional timing frame, not removable waste.
  4. 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.
  5. 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.

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