game-sprite-pipeline

Generate verified character sprite assets with deterministic image-processing pipelines.

415|44|Updated Mar 18, 2026
One-click install
npx skills add https://github.com/notque/vexjoy-agent --skill game-sprite-pipeline
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-sprite-pipeline
Source: https://github.com/notque/vexjoy-agent/tree/main/skills/game/game-sprite-pipeline
Command: npx skills add https://github.com/notque/vexjoy-agent --skill game-sprite-pipeline

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires Pillow, numpy, and includes scripts (resource) and references (resource) components.

What problem does it solve?

Produces game-ready character sprite art (portraits, idle loops, and animated spritesheets) without skipping verification gates that catch broken output like blank cells, clipping, and misaligned animation frames.

Core Features & Use Cases

  • Portrait generation: Create validated, dimension-safe PNG portraits (optionally deployed to road-to-aew).
  • Portrait idle loops: Generate subtle 2x2 breathing + blink loops in a single backend call, then anchor and verify.
  • Spritesheet generation: Build animated spritesheets with connected-components frame detection, background removal, normalization, and deterministic output assembly (PNG sheet, WebP, GIF, per-frame PNGs, and Phaser atlas JSON).
  • Per-row generation for reliability: Use --per-row to generate animation strips state-by-state to reduce cross-row drift and shrink retry scope.
  • Verification gates: Run automated pixel/no-magenta/content/anchor checks to prevent shipping broken art.

Quick Start

Generate an animated wrestler idle portrait loop by running the command: python3 skills/game/game-sprite-pipeline/scripts/portrait_pipeline.py --mode portrait-loop --display-name "Bangkok Belle Nisa" --description "kabuki-inspired makeup, Thai national colors woven into showman gear, mid-30s confident expression" --style slay-the-spire-painted.

Frequently Asked Questions about game-sprite-pipeline

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate Phaser-ready spritesheets with per-state timing from character prompts?▼

You can generate Phaser-ready spritesheets by running a deterministic image-processing pipeline that outputs a PNG sheet, WebP, GIF, per-frame PNGs, and Phaser atlas JSON with per-state timing and per-direction strips.

What is the best way to automate background removal for game sprites without clipping the character art?▼

Automated magenta-aware local background removal analyzes connected components in your sprite frames to isolate character art, preventing background bleeding while avoiding clipping during the extraction process.

How do I prevent broken animation frames and misaligned spritesheets when generating character art?▼

Verification gates enforce content and alignment evidence by running automated pixel, no-magenta, content, and anchor checks, catching blank cells and misaligned animation frames before shipping.

Can I generate idle breathing and blink animation loops for character portraits in a single batch?▼

Yes, you can generate subtle 2x2 breathing and blink portrait idle loops in a single backend call, then anchor and verify the output frames for consistent animation alignment.

Does this spritesheet generation pipeline support per-row animation strip generation to reduce retry scope?▼

Yes, using the --per-row flag generates animation strips state-by-state, which reduces cross-row drift and shrinks the retry scope if a verification gate fails during spritesheet assembly.

Why do my generated spritesheet frames have inconsistent scaling across different animation states?▼

Inconsistent frame scaling is corrected by shared-scale normalization with anchored alignment, ensuring all extracted connected-components frames maintain uniform dimensions across different animation states.