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with-pebblywith-pebbly/aseprite-ai-artist/skills/fix/SKILL.md

fix

Skill473 starsChanged 44 days agoMITView on GitHub

Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right. Use for edits, touch-ups, style corrections and "make it more X" requests.

82 other projects use a version of this.

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Used with

Projects with it also use feature, frontend-code-review and 10 more.

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Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 75 edited versions we read keep these.

  • 4

    Distinctive

    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
  1. Distinctive:

    Do not redraw a sprite from scratch because it is easier than editing it, unless the user asked for that.

    line 98
  2. Distinctive:

    Do not "improve" things nobody mentioned.

    line 100
  3. Distinctive:

    Do not widen the palette to fit a colour you chose.

    line 101
  4. Distinctive:

    Do not flatten, resize or re-index without being asked.

    line 102

“Common” is measured: kept by at least 6 in 10 of the 75 edited versions of this file we could read. “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

Fix or iterate on existing art

Editing someone's work has a failure mode that drawing from scratch does not: breaking something that was already correct. The whole procedure is built around not doing that.

Procedure

1. Understand what is there before changing it

preflight
sprite_info
look op="preview"

For a targeted edit, also look op="ascii" on the region. You cannot edit pixels precisely from a description.

Never assume layer names, frame counts or the palette. Drawing into the wrong layer is the most common way an agent damages someone's file. When two groups hold same-named layers (left/arm, right/arm), a bare name is refused — pass the group path rather than renaming the user's layers.

2. Say what you are about to change

For anything beyond a small touch-up, state the plan in one line and let the user stop you. Especially before: changing the palette, resizing the canvas, merging layers, or editing a layer you did not create.

3. Scope the edit as tightly as you can

  • A selection limits draw, recolor and transform to one area.
  • A layer target keeps you out of everything else.
  • A region on recolor avoids touching the whole cel.

Scoping is cheaper than repairing.

4. Make the change in one call

One draw with all its ops, one recolor. That is one Ctrl+Z for the user if they dislike it. Use label to describe the intent — it becomes their undo entry.

For a pixel-level fix, edit the text, not coordinates: look op="ascii" layer=… rulers=false region=… gives bare rows, the legend and origin; change the wrong cells and send the same rows back as one draw kind grid at that origin. Only that rectangle is touched, and its transparent cells erase — pass transparent:"skip" when you mean to add pixels without clearing any. Glyphs are palette indices, so pieces read separately share one legend: merge their legends when rows from one piece land in another. Only glyphs listed in offPalette (colours outside the palette) can change between reads.

5. Verify what actually changed

look op="diff" fromFrame=… toFrame=…

for animation work, or look op="ascii" on the region for a static edit. A preview shows you the result; a diff shows you the change, including the parts you did not intend. The diff's changedBounds is the quick test: if you edited the hand and the box spans the whole sprite, something else moved.

6. Validate and report

validate

Report what changed and what you deliberately left alone.

Interpreting vague requests

RequestUsually means
"more contrast"Widen the value range of the ramps, not the hue
"cleaner"Remove strays, even out line runs, merge near-duplicate colours
"more detail"Usually wrong at small sizes — ask what should read better
"pop more"Contrast against the background, or a brighter accent
"less flat"Shading exists but does not hue-shift, or has no light direction
"muddy colours"Too many near-duplicates — palette op="extract" on a copy, or analyze + snap
"add a label / score / title"draw kind text; measure with measureOnly first so it lands centred
"closer to the reference / concept"look op="compare", list the three to five largest mismatches, fix only those
"off / uncanny"Run aseprite:review; name the specific cause

Reflect your reading back before acting on it. "More detail" on a 16×16 sprite usually means the sprite needs to be bigger, and that is worth one question.

What not to do

  • Do not redraw a sprite from scratch because it is easier than editing it, unless the user asked for that.
  • Do not "improve" things nobody mentioned.
  • Do not widen the palette to fit a colour you chose. Say the palette lacks it.
  • Do not flatten, resize or re-index without being asked.

Related

aseprite:review, rules://00-core-principles, rules://92-generated-art-tells for what makes art read as machine-made, and the subject file for the part you are fixing (skill://studio, Subject rules) — "fix the hands" starts at rules://34-hands-and-feet.

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