hatch-pet

Generate Codex-ready animated pet sprite atlases from concept art with QA artifacts.

6|Updated Jul 9, 2019
One-click install
npx skills add https://github.com/sluongng/dotfiles --skill hatch-pet-sluongng
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: hatch-pet
Source: https://github.com/sluongng/dotfiles/tree/main/config/claude/skills/hatch-pet
Command: npx skills add https://github.com/sluongng/dotfiles --skill hatch-pet-sluongng

SYSTEM DOCUMENTATION & REQUIREMENTS

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

What problem does it solve?

Automates the end-to-end creation of Codex-compatible animated pet sprites from concept art, screenshots, or references, generating a fixed atlas and packaging it for the Codex ecosystem.

Core Features & Use Cases

  • Generate a Codex atlas (8x9, 192x208 per cell) from base art and reference inputs, including per-row strips and layout guides.
  • Produce deterministic spritesheet assembly, QA materials (contact sheet, previews), and a ready pet.json + spritesheet.webp package.
  • Integrate with imagegen as the primary generation engine while preserving identity across frames and rows.

Quick Start

Launch hatch-pet with your reference images to generate a Codex-compatible animated pet atlas and package it for use in the Codex ecosystem.

Frequently Asked Questions about hatch-pet

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

FAQPage Schema
How do I generate an animated pet spritesheet atlas from reference art?

To generate an animated pet spritesheet atlas, provide concept art or reference images to the system, which orchestrates base art generation and deterministic layout into a fixed 8x9 grid. This produces a final spritesheet.webp packaged with QA materials for immediate use.

Can I use Pillow to package spritesheet atlases for the Codex ecosystem?

Pillow is required as a dependency to package spritesheet atlases for the Codex ecosystem. The process relies on deterministic scripts and the imagegen system to assemble per-row strips and layout guides into a final spritesheet.webp with validation artifacts.

What is a Codex-ready animated pet atlas and what files are included?

A Codex-ready animated pet atlas is a fixed 8x9 grid layout, with 192x208 pixels per cell, generated from base art. The package includes pet_request.json, decoded base and state PNGs, final spritesheet.webp, validation.json, and QA contact sheets.

Does the spritesheet generation process preserve character identity across animation frames?

The spritesheet generation process preserves character identity across animation frames by using canonical identity references and layout-consistent prompts. This ensures the animated pet remains visually consistent throughout all rows of the generated atlas.

What do I need to provide to start automated pet sprite packaging?

You need to provide concept art, screenshots, or reference images to start automated pet sprite packaging. The system uses these inputs to orchestrate base art, generate per-row animation strips, and package the final spritesheet with validation artifacts.

Are there limitations to the fixed 8x9 atlas layout for animated sprites?

The fixed 8x9 atlas layout with 192x208 pixel cells is a strict constraint for Codex compatibility. Any input concept art must conform to this deterministic grid structure, meaning custom atlas dimensions or varying cell sizes are not supported.