px-character

Provides pixel-level specifications for drawing and critiquing pixel-art character sprites.

5|Updated May 5, 2026
One-click install
npx skills add https://github.com/ababup1192/flix_game_engine --skill px-character-ababup1192
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: px-character
Source: https://github.com/ababup1192/flix_game_engine/tree/main/.claude/skills/px-character
Command: npx skills add https://github.com/ababup1192/flix_game_engine --skill px-character-ababup1192

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Pixel-art characters often look stiff, boxy, uncanny, or generic because artists lack concrete pixel-level guidance on proportions, outlines, faces, and poses. This Skill supplies exact px-unit values and a structured workflow so AI-generated or hand-drawn sprites read clearly at small sizes. ## Core Features & Use Cases - Six-stage construction pipeline (C0-C5): silhouette, flat colors, shading, selective outline, highlights, and cleanup, with lint verification via bin/fge sprite. - Size-specific reference tables: head-to-body ratios, color budgets, eye and hand treatments for 16px, 24px, 32px, and 48px sprites, plus quadruped animal rules and clothing techniques. - Companion references: faces.md covers face construction from 5px symbolic faces to 64x64 dialogue portraits with expression parameters, and animation.md covers walk cycles, keyframes, and sub-pixel motion. - Use Case: When a generated NPC sprite looks like a stiff rectangle or its face reads as uncanny, consult this Skill to diagnose the failure (silhouette, light source, connectivity) and apply the exact px-level fix. ## Quick Start Read this Skill before drawing or fixing any character, NPC, monster, or quadruped sprite in a *.sprite.json file, then follow the C0-C5 pipeline and run the sprite lint to verify the result.

Frequently Asked Questions about px-character

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

FAQPage Schema
How do I draw a pixel-art character sprite that doesn't look stiff?

Start with a single-color silhouette that reads clearly at actual size, use one light source, and keep all parts connected. Add one asymmetry point such as a held item or hair tuft, and break straight outline runs longer than 4-8px with a 1px step.

What size and proportions should a 16px or 32px pixel character use?

A 16px sprite uses 2-head proportions with 4-8 colors and 1px dot eyes; a 32px sprite uses 2-3 heads with 8-12 colors and 1x2 or 2x2 eyes. Limbs should be drawn 20-50% larger than realistic at 32px and below so they do not collapse.

Why does my pixel-art face look uncanny or creepy?

Uncanniness comes from mixing symbolic eyes with realistic skin shading. Keep skin flat with at most three tones, avoid solid black 2x2 eye blocks, skip eyelash and brow lines, and limit face shadows to the hairline, face edges, and under the chin.

How many frames does a pixel-art walk cycle need?

A walk loop needs a minimum of 3 frames: right foot forward, passing pose, left foot forward. Two-frame loops show no trajectory and read as back-and-forth rocking, and reused frames must always have at least one part redrawn.

When should I use pixel-art sprites versus smooth-rendered art?

Use pixel-art sprite techniques for anything 48px and under, and for face portraits regardless of canvas size. Smooth non-grid rendering applies to painted artwork roughly 48px and above, which is handled by a separate smooth-render skill.

Why do parts of my sprite look disconnected or broken?

Diagonal-only contact reads as breakage at actual size. All non-transparent pixels must form a single 4-connected component per frame, held items must touch the hand, and adjacent parts need a 1px gap or a brightness step to avoid merging.