game-sprite-pipeline
Skill0 starsChanged 2 months agoMITView on GitHub
Generate, clean, align, and integrate consistent game-ready character sprite sheets from AI image outputs. Use when working on 2D/2.5D game character sprites, animation sheets, transparent-background sprite assets, frame slicing, alpha cleanup, fixed frame boxes, baseline/pivot alignment, idle/walk/action animation loops, or image-model prompts for consistent game sprites.
In this repository7 other files it gives its agents.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
13 rules. About 0 are common, 11 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈11
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Use this skill to turn image-model sprite-sheet outputs into usable game assets.
- Distinctive: line 12
Do not trust raw AI sprite sheets as game-ready.
- Distinctive: line 24
Prefer one sheet containing related animations for the same character.
- Distinctive: line 25
Ask for fixed rows: for example, row 1 idle, row 2 walk.
- Distinctive: line 27
Ask for transparent background, but expect fake checkerboard and clean it later.
- Distinctive: line 39
Place every pose into the same frame size.
- Distinctive: line 41
Add transparent gutters to prevent browser/game texture bleed.
- Distinctive: line 45
Use one fixed display box per character.
- Distinctive: line 48
Test idle, movement, direction flip, clipping, size popping, and console errors.
- Distinctive: line 52
Keep original generated source next to processed sheets.
- Distinctive: line 56
Use a strict prompt like:
- Very specific: line 85
Use scripts/process_sprite_sheet.py when converting a generated sprite sheet into separate animation sheets.
- Very specific: line 99
Read references/sprite-framework.md for the complete project framework and decision checklist.
≈ “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
Game Sprite Pipeline
Use this skill to turn image-model sprite-sheet outputs into usable game assets. Treat generated sheets as source material, then apply deterministic cleanup before integrating them into a game.
Core Rule
Do not trust raw AI sprite sheets as game-ready. Always post-process them into fixed-size RGBA sheets with stable frame dimensions, transparent gutters, consistent baseline, and matching metadata.
Workflow
- Define a character bible:
- Species/body/proportions.
- Outfit and accessories.
- Camera angle and facing direction.
- Rendering style.
- Forbidden variations, such as outfit changes or collar appearing too early.
- Generate a unified source sheet:
- Prefer one sheet containing related animations for the same character.
- Ask for fixed rows: for example, row 1 idle, row 2 walk.
- Require same character, outfit, scale, angle, foot baseline, and full body in every frame.
- Ask for transparent background, but expect fake checkerboard and clean it later.
- Inspect the source:
- View the image before processing.
- Confirm frame count, pose order, outfit consistency, and whether feet/heads are cropped.
- Reject or regenerate if the character identity changes heavily across frames.
- Process into game sheets:
- Convert fake checkerboard/near-white background to alpha.
- Detect each character pose as a connected component.
- Crop each pose, keeping only the main component.
- Normalize height while preserving proportions.
- Place every pose into the same frame size.
- Bottom-align feet to one baseline.
- Add transparent gutters to prevent browser/game texture bleed.
- Export separate sheets per animation.
- Integrate and test:
- Use one fixed display box per character.
- Swap only the inner sprite sheet/animation class, not the outer character box.
- Change animation state only when movement starts/stops, not every frame.
- Test idle, movement, direction flip, clipping, size popping, and console errors.
- Persist metadata:
- Record frame width, height, frame count, frame duration, pivot point, and baseline.
- Keep original generated source next to processed sheets.
Prompt Pattern
Use a strict prompt like:
Game-ready sprite sheet, transparent background, one consistent character only:
[character bible].
Same exact character, same outfit, same proportions, same camera angle, same scale,
full body visible, feet on same baseline, no cropping, no text.
Grid: [row/column layout].
Row 1: [animation and frames].
Row 2: [animation and frames].
[Facing direction]. Clear readable motion. Stable head/nose. Even spacing between frames.Recommended Animation Order
Build animations in this order:
- Idle: 4 frames.
- Walk: 8 frames, including passing/crossover poses.
- Happy/celebrate: 4 frames.
- Think/listen: 4 frames.
- Pray/solemn: 4 frames.
- Startled: 4 frames.
- Receive item: 4 frames.
Scripts
Use scripts/process_sprite_sheet.py when converting a generated sprite sheet into separate animation sheets. It expects rows with known frame counts and exports cleaned RGBA sheets plus previews.
Example:
python3 ~/.codex/skills/game-sprite-pipeline/scripts/process_sprite_sheet.py \
--input /path/to/generated.png \
--output-dir /path/to/assets/generated/character/sprites \
--prefix young-wilson \
--rows idle:4,walk:8 \
--frame-width 320 \
--frame-height 363Read references/sprite-framework.md for the complete project framework and decision checklist.
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