retro-diffusion

Generate Retro Diffusion pixel-art images, spritesheets, and animations from prompts and reference images.

143|42|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/chongdashu/vibejam-starter-pack --skill retro-diffusion
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: retro-diffusion
Source: https://github.com/chongdashu/vibejam-starter-pack/tree/main/.agents/skills/retro-diffusion
Command: npx skills add https://github.com/chongdashu/vibejam-starter-pack --skill retro-diffusion

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires pillow>=11.0.0, and includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill removes the friction of creating game-ready pixel art, spritesheets, turnarounds, and animation sheets from prompts or reference images.

Core Features & Use Cases

  • Pixel-Art Generation: Create standalone retro-style images, character edits, and sprite assets with Retro Diffusion presets.
  • Animation Workflows: Produce walk cycles, idles, attacks, rotations, and other sprite animations with fixed size and frame contracts.
  • Reference-Driven Asset Prep: Clean up input images, flatten transparency, and prepare RGB references for reliable image-to-image and advanced animation runs.
  • Use Case: Use it to turn a rough character sketch into a side-facing walk cycle, extract a spritesheet, and compare multiple prompt styles in a repeatable batch experiment.

Quick Start

Use the retro-diffusion skill to generate a spritesheet from my prepared reference image with the most suitable preset for the requested sprite style.

Frequently Asked Questions about retro-diffusion

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

FAQPage Schema
How do I generate pixel art spritesheets from a reference image?

You can create pixel art spritesheets by preparing a clean RGB reference image and selecting the correct prompt_style preset to generate the requested sprite animation frames.

Can I use this to automate walk cycle and turnaround animations?

Yes, this approach automates walk cycle and turnaround animations by applying fixed size and frame contracts to produce side-view walks, idles, and rotations.

What is the best way to prepare character sketches for retro diffusion image generation?

The best way to prepare character sketches for retro diffusion is to clean up input images, flatten transparency, and format them as RGB references to ensure reliable image-to-image generation.

Does this workflow support batch experiments for comparing different pixel art styles?

Yes, this workflow supports batch experiments for comparing different pixel art styles by running multiple prompt_style presets in a repeatable manner to evaluate various game asset outputs.

Why do my generated sprite animations fail the frame contract?

Generated sprite animations fail the frame contract when the specified size and frame parameters do not comply with the fixed constraints required for proper spritesheet capture.

Are there limitations when generating isometric sheets compared to side-view walks?

Generating isometric sheets requires strict prompt_style selection and size compliance compared to side-view walks, as both demand distinct frame contracts to properly capture the resulting spritesheet.