Claude Skill

aldegad/sprite-gen

sprite-gen is a Claude/Codex skill that generates clean 2D game sprites and animation atlases via a component-row pipeline with state rows, alpha cleanup, frame extraction, and runtime atlas creation.

Overview

Stars415
Forks38
LanguagePython
Last pushed2026-06-26
Last synced2026-07-03
View on GitHub

Repository

Owneraldegad
Repositorysprite-gen
Full namealdegad/sprite-gen
Repo ID1,236,336,437

Install this Skill

pip install -e .

Registry

Typeopenclaw_skill
Quality score80/100
Verificationreadme_parsed
Last verified2026-06-18
Platforms
ClaudeCodex
Capabilities
memoryimageterminalworkflow2d-gameai-toolsclaude-codecodexgame-devgamedev
Detected files
README.mdSKILL.mddocspyproject.tomltests

Summary

A specialized Claude/Codex skill for generating clean 2D game sprites and animation atlases using a component-row pipeline. It handles state rows, alpha cleanup, frame extraction, and runtime atlas creation, streamlining sprite sheet production for game developers.

Chinese description

生成干净的2D游戏精灵与动画图集——组件行式管线:状态行、Alpha清理、帧提取、运行时图集。Codex/Claude技能。

Key features

  • Component-row pipeline for organized sprite generation
  • State row management for different animation states
  • Alpha cleanup for clean sprite edges
  • Frame extraction from animations
  • Runtime atlas creation for efficient rendering

Use cases

  • Generating sprite sheets for 2D platformer games
  • Creating animation atlases for RPG characters
  • Automating pixel art asset production pipelines
  • Building runtime sprite atlases for game engines

README excerpt

<p align="center"> <img src="docs/claudecy-idle.gif" width="110" alt="claudecy idle" /> <img src="docs/claudecy-running.gif" width="110" alt="claudecy running" /> <img src="docs/claudecy-success.gif" width="110" alt="claudecy success" /> <img src="docs/claudecy-talking.gif" width="110" alt="claudecy talking" /> <img src="docs/howl-idle.gif" width="110" alt="howl idle" /> <img src="docs/howl-running.gif" width="110" alt="howl running" /> <img src="docs/howl-success.gif" width="110" alt="howl success" /> </p> <h1 align="center">sprite-gen</h1> <p align="center"><b>One drawing in. A game-ready sprite atlas out.</b></p> <p align="center"> **English** · [한국어](README.ko.md) · [日本語](README.ja.md) · [简体中文](README.zh-Hans.md) · [Español](README.es.md) · [Français](README.fr.md) </p> --- Ask an image model for a "sprite sheet" and you know what you get: a character whose face changes every frame, a background that won't key out, poses that overlap and drift off-grid, and a PNG your game engine can't actually consume. Cute demo, useless asset. `sprite-gen` is a Codex/Claude skill that closes that gap. Give it **one base image** and a list of actions — it drives the generation row by row, locks the character's identity, strips the chroma background to real alpha, extracts each pose as a clean transparent frame, and bakes a runtime atlas **with a machine-readable `manifest.json.frame_layout`**. Every sprite above was made this way. And for the last 10% that generation never gets right, there's a **curation webview**: compare frames side by side, reject the broken ones, nudge rotation/scale/position non-destructively, watch the loop live — then bake. The pipeline does the labor; you keep the taste. ```text sprite-request.json → layout guides + prompts → image-

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Data from GitHub. Synced on 2026-07-03