sprite-catalog
Skill12 starsChanged 22 days agoMITView on GitHub
Use when a project needs to inventory required sprites, tiles, UI, icons, portraits, props, animation states, or facings before generation or atlas packing.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- 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
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Ask the family first, then the row.
- Distinctive: line 38
Do not scrape copyrighted sprite rips into the repo.
- Very specific: line 46
Write an asset manifest with stable ID, family, required states/facings, logical cell size, style source, rights/provenance, priority, …
≈ “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 catalog
Ask the family first, then the row. Full list: bundled image families.
| Family | Typical sheets |
| actor-cycle | idle / walk / run / jump / fall / land / dash / climb / swim / sit |
| actor-combat | attack-light / attack-heavy / hurt / death / block / parry / dodge / throw |
| actor-face | portrait / talk-blink / viseme / turnaround |
| enemy-cycle | same cycles as actor, plus spawn / enrage / downed |
| projectile | bullet / arrow / magic-bolt / thrown / beam-head |
| vfx | route to vfx-generate |
| tileset | ground / wall / cliff / water / ladder / door / hazard |
| prop | chest / crate / torch / vegetation / furniture / vehicle |
| item-icon | weapon / armor / consumable / key / currency |
| ui-hud | heart / meter / button / frame / cursor / prompt / numbers |
| map-icon | pin / poi / player-arrow / fog-mask |
| avatar-part | hair / eyes / mouth / brow / outfit — route to avatar-create |
| shadow | blob / contact / jump-shrink |
Generation handoff
Record the generation brief: isolated subject, one style lock, transparent or chroma, no extra text, even cell grid for flipbooks. Actor sheets face one published direction per strip. 4-dir or 8-dir is extra strips, not one crowded collage. Neutral bind pose / idle first. Combat sheets do not bake sparks into the body (vfx is a separate plate).
Iron rules
- One family + one row per generate job.
- Logical cell size is published for each atlas family. Common pixel-art sizes such as 16/32/48/64 are examples, not a universal whitelist; do not mix incompatible cell metrics in one atlas.
- Hurtboxes stay hitbox-hurtbox data. The sprite can be larger than the box.
- Wardrobe is sprite-skin slots, not a second skeleton.
- Do not scrape copyrighted sprite rips into the repo.
Accept
The asset manifest covers every required state, facing, slot and fallback. It is a production plan, not proof that images have been generated or imported.
Output and ownership
Write an asset manifest with stable ID, family, required states/facings, logical cell size, style source, rights/provenance, priority, fallback and status (missing/draft/approved/imported). Distinguish optional art from blockers.
This skill owns what to produce, not atlas packing. When a third-party generator ships a finished pack, its asset manifest rows are read here as the inventory and asset-pack-intake validates the pack files. Send approved plates and the manifest to sprite-atlas for slicing, pivots and import metadata. A requested atlas family remains supported, but generating an image alone is not a packed-atlas deliverable.
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.

