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

new

Skill473 starsChanged 45 days agoMITView on GitHub

Create a new Aseprite document with the right canvas size, colour mode, palette and layer structure, so later work does not have to fight the setup. Use when starting fresh rather than editing an existing sprite.

20 other projects use a version of this.

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Projects with it also use upgrade, gate and 2 more.

Other files people use alongside this one.

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.
  • agenticnotetakingSkill

    upgrade

    Apply plugin knowledge base updates to an existing generated system. Consults the Ars Contexta research graph for methodology improvements, proposes skill upgrades with research justification. Never auto-implements. Triggers on "/upgrade", "upgrade skills", "check for improvements", "update methodology".

    Also in 4 projects that use this

  • synaptiaiSkill

    gate

    Create a BDSK review_gate artifact. Defines a checkpoint that controls whether generated output may proceed toward acceptance. Use when defining quality, security, or scope gates for execution plans.

    Also in 3 projects that use this

  • kt057Skill

    check

    lint, typecheck, test を一括実行して結果をサマリーする

    Also in 3 projects that use this

  • VercelSkill

    setup

    Set up Vercel CLI and project configuration. Use when the user says "set up Vercel", "configure Vercel", "link to Vercel", or "vercel init".

    Also in 3 projects that use this

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 20 edited versions we read keep these.

  • 3

    Distinctive

    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
  1. Very specific:

    preflight: Stop if not ready.

    line 15
  2. Distinctive:

    Use RGB unless the user wants hard palette enforcement at the file level.

    line 23
  3. Distinctive:

    Leave headroom. A 32×32 canvas for a 28px-tall character gives room for a weapon raise or a jump squash without a later canvas resize.

    line 28
  4. Distinctive:

    Ask where, or put it beside whatever project the user is working in.

    line 60

“Common” is measured: kept by at least 6 in 10 of the 20 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

Create a sprite document

Set-up mistakes are expensive to undo: a canvas that is the wrong size means redrawing, and a palette chosen after the art means repainting. Get these four things right and the rest of the work is drawing.

Procedure

  1. preflight. Stop if not ready.
  2. Create the canvas.

    sprite_manage op="new" width=32 height=32 colorMode="rgb"
    • Use RGB unless the user wants hard palette enforcement at the file level. Indexed mode makes the palette a hard constraint Aseprite itself enforces — good for a strict retro target, awkward for iteration.
    • Size to the game's grid if there is one: a 16×16 tile game wants character sprites that are a multiple of 16 in at least one dimension.
    • Leave headroom. A 32×32 canvas for a 28px-tall character gives room for a weapon raise or a jump squash without a later canvas resize.
  3. Set the palette before drawing.

    palette op="preset" preset="pico8" replace=true

    Or build one: palette op="ramp" base="#c04030" steps=5 per material. See rules://01-palette-and-color.

  4. Build the layer structure in one batch, so it is one undo step:

    layer batch=[
      {op:"create", name:"sketch"},
      {op:"create", name:"base"},
      {op:"create", name:"shading"},
      {op:"create", name:"outline"},
    ]

    For anything that will be animated, build the full character rig instead — see aseprite:rig. Splitting baked pixels apart later is real work.

  5. Save immediately, so the user has a file and undo has an anchor:

    sprite_manage op="save_as" path="…/knight.aseprite"

    Ask where, or put it beside whatever project the user is working in.

  6. Confirm what you made in one line: size, mode, palette, layers.

Then

aseprite:draw to block in the art.

Related

rules://01-palette-and-color, rules://06-layers-and-rigging.

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