Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .claude/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add aldegad/sprite-gen --skill sprite-gen -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .agents/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add aldegad/sprite-gen --skill sprite-gen -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .cursor/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add aldegad/sprite-gen --skill sprite-gen -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .gemini/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
GitHub CLI
$ gh skill install aldegad/sprite-gen sprite-gen
Installs for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
skills CLI
$ npx skills add aldegad/sprite-gen --skill sprite-gen -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .github/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
skills CLI
$ npx skills add aldegad/sprite-gen --skill sprite-gen -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "sprite-gen" agent skill from https://github.com/aldegad/sprite-gen/tree/main into .opencode/skills/sprite-gen/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "sprite-gen", then confirm the skill loads.
OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
Facts
Skill name
sprite-gen
GitHub stars
2.6k
Token cost
~4.8k tokens
SKILL.md length
2,226 words
Files
476 (incl. scripts)
Skills in repo
1
Repo updated
First seen
Licence
Apache-2.0
At a glance
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Tasks that involve Sprites and pixel art
SKILL.md covers Start every generation request…, Side-view facing, Execution routes and 실행 인터프리터, plus 2 more sections
Needs OPENAI_API_KEY
Tasks that involve AI video generation
What it does
Sprite Gen is an agent skill from aldegad/sprite-gen. Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation. Handles sprite requests, ordinary image generation/editing, standalone image-to-video clips (i2v, animate this still, 그록 영상, 이매진 비디오, 스틸 움직여줘, first/last frame, reference-to-video, 영상 이어붙이기, 영상 편집, extend/edit a clip), clips from a video MCP on the agent (ZCRE, 지크 MCP), chroma removal, animation atlases, video loops, 큐레이션뷰, image candidates, 팔레트 스왑, palette swap…
Its SKILL.md is about 4.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 478 other files, including scripts (for example `.github/FUNDING.yml`, `CHANGELOG.md` and `CONTRIBUTORS.md`).
It sits in Game Development, covering Sprites and pixel art, AI video generation and Image generation. It works with Model Context Protocol. The repository describes itself as: Generate clean 2D game sprites & animation atlases — component-row pipeline: state rows, alpha cleanup, frame extraction, runtime atlases. Codex/Claude skill. The licence is Apache-2.0.
When your agent uses it
Tasks that involve Sprites and pixel art
Tasks that involve AI video generation
Tasks that involve Image generation
Example prompts
“Use the sprite-gen skill to generate images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic…”
“/sprite-gen”
Requirements
A credential in OPENAI_API_KEY
What it can do on your machine
Read from SKILL.md and the folder at commit 9935d67. It shows what the files ask for, not the result of running them.
Tool permissions
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Runs code
Ships 1 file in scripts/, which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Network
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Credentials
Names these keys or tokens, usually read from environment variables:
OPENAI_API_KEY
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Context cost
Sprite Gen loads about 4.8k tokens when it runs. Until then it costs about 171 tokens; SKILL.md has 2,226 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~171
When it runs· the whole SKILL.md, loaded when a task matches
~4.8k
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
Safety
Auto-check passed
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
Download SKILL.mdSave it as .claude/skills/sprite-gen/SKILL.md (or your agent's skills folder). This skill also uses 475 other files; get the full folder from GitHub.
name
sprite-gen
description
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation. Handles sprite requests, ordinary image generation/editing, standalone image-to-video clips (i2v, animate this still, 그록 영상, 이매진 비디오, 스틸 움직여줘, first/last frame, reference-to-video, 영상 이어붙이기, 영상 편집, extend/edit a clip), clips from a video MCP on the agent (ZCRE, 지크 MCP), chroma removal, animation atlases, video loops, 큐레이션뷰, image candidates, 팔레트 스왑, palette swap, recolor, rig layers, engine exports, repeating backgrounds, projected shadows, motion/contact inspection and optional scene composition from existing assets.
Generation entry points: make sprites, make an image, or animate a still into a video. Existing generation, extraction and export tools do the work; the user chooses the result and provider. For repeat a background, project a shadow, inspect motion or compose a scene, use the independent routes below directly with existing assets.
Start every generation request here
For a standalone video clip, read video and use sprite-gen video.
This route works from any agent engine and delivers a verified MP4 plus report.
For sprites or ordinary images, use the guides below.
Read user-workflow, then run the appropriate read-only guide:
Pass choices already stated in the request. The guide checks access, combines explicit choices with saved defaults, and returns only missing questions. Follow its start and finish stages. Always pass the resolved provider explicitly to generation tools. Deliver checked files before offering the curation view; save defaults only when the user agrees. The complete conversation and settings contract is owned by the linked document, not duplicated in individual pipeline docs.
Side-view facing
Keep the side still, canvas placement and motion prompt facing the same direction.
video-set observes each side input once before canvas placement and uses the requested
--facing for both the canvas and clip prompt. Observation is record-only by default;
it never changes the requested direction. Image correction requires explicit opt-in.
Command option
Values and default
Behavior
gen --facing
preserve (default), right, left
With --ref, an explicit direction adds a prompt requirement and checks the generated still.
gen --facing-fix
none (default), mirror, regen
Record without correction; opt into mirroring an observed opposite or regenerating once and rechecking. A still-opposite regeneration is mirrored.
video --direction
side, front, back, front_diagonal, back_diagonal; unset by default
side opts into facing inspection and a matching prompt requirement; the others skip it. The two diagonals are three-quarter views turned right (VIEW_TEXT); a walk or run in one is filmed pinned (pins_last_frame).
video --facing, video-set --facing
right (default), left; video-set also right,left
Required side direction. right,left films every side and diagonal view both ways, each from its own still (--base side@left=…); none is mirrored.
gen --direction, --handed; video-prompt / video-set --handed
a view; "<item>=<left|right> [part]"
An item on one of the character's own sides: the still and clip prompts say where it is in each view, and mirroring is refused.
video-prompt / video-set / gen --direction / prepare --body-plan
biped (default), quadruped, legless; or "<figure>=<plan>" per figure of a scene
What the subject stands on: no clip, attack, redraw, still view or sheet row prompt names a part it lacks (a horse is not walked on a person's legs, stood up, given arms in a walk sheet or told to strike with its hands), and a scene says it per figure.
video --facing-fix, video-set --facing-fix
none (default), mirror
Record the observation; opt into mirroring an observed opposite in a copy. Batch side inspection is enabled by default.
Direction is requested through the generation and motion prompts, which cannot guarantee model compliance.
The detector can be wrong even at high confidence: review the still before choosing mirror or regen.
Generation reports record direction, model, requested direction, model-reported confidence and correction
under extra.facing; video reports and batch items use facing. final_direction is an observation
or a value derived from it, not independent verification; final_direction_source identifies which.
An uncertain or failed inspection records unknown and its reason and continues without correction;
front-facing observations also remain unchanged. Mirroring does not preserve left/right accessory handedness.
It stays the default, since drawing the left-facing views costs as much again; for a character with a watch on
one wrist or a pin on one side, offer to draw them instead with --handed and check them with handed-check
(a colour-marked item, frame by frame; --board for the eye) —
handedness. In a side view an item on the far wrist
or hand shows each time that arm swings forward, never hidden for the whole walk: draw that side still mid-stride with
the far arm out in front of the body and the item in view (video-prompt says so under still_needs), do not
hold the arms still, and check the loop with handed-check --state walk.
Execution routes
Task
Entry
Contract
GPT image sprites
prepare, gen-set --provider codex, extract, compose and QA
A soft part of a walk loop follows the body (a chest, a belly): an ellipse in the first cell, after video-cycle-align — --read-on <sha256> where it was read on the cut the loop was aligned from; --stretch-floor D to keep a least area
Where that ellipse is carried in every other cell, and what the move changes there (an arm crossing a chest moves with it; the stretch, the bend and the seam): a record and boards of every cell, nothing moved
A set's directions on one sheet, standing on one ground line (a 3×3 board, an engine import): rows in compass order S SW W NW N NE E SE from each loop's --view, one cell size, every row as cut, an optional centre picture (--center) at the rows' standing height; loops of different lengths are laid and said to differ (same_length false) — align the set first
Video sprites from a clip your agent makes with a connected video MCP (ZCRE, 지크)
video-canvas, video-prompt --no-last-frame, the agent's own MCP tools (quote, user approval, generate, save the mp4), then video-frames and video-loop (a walk or run with --anchor motion-auto, which holds its size), and for a walk or run cut in two or more directions video-cycle-align --view … over their loop directories (a set it stops on a loop that may hold two cycles: look at that loop, count its strides, and pass --cycles <loop>=<k>; a loop the report lists under unnamed_feet — its view could not tell the feet apart, or only by too small a margin (low-margin): look at its first candidate frame, say which own foot lands there, and align again with `--foot <loop>=left
right). video-set is not run on this route, so the set stage it runs by default (--align-cycles auto) is yours to run. sprite-gen never calls the MCP. Walk, run and jump only: ZCRE's grok-imagine-video-1.5has no end frame, so idle, attack and diagonal walks are refused unless--unpinned`
Ordinary image or edit
gen --provider codex or gen --provider grok (subscription routes)
Say a thing once: what an option says, leave out of the prompt. --direction, --facing, --handed, the key background and video --direction side each add their own sentence after your text, in one place; without --handed every prompt is 2.22.0's, byte for byte, and only the handed sentences are left out where your text already has them. Your prompt carries the subject, its design and its pose. Text that says the opposite of an option ("facing left" with --facing right, the item on the other wrist) is sent as written with a warning (extra.prompt_notes, video-prompt's warnings): fix the prompt, do not send it — prompt-assembly.
gen --transparent with --ref plans a chroma key (adding the key's background line to a prompt that names none), and publishes a result that already came back transparent on its own alpha instead of keying its outline away; alpha.strategy_source in the report says which (refs-attached keyed, refs-attached-raw-alpha not) — gen.
Use existing automatic pipeline stages for background removal, extraction, alignment and export. Do not ask users to select each script. For a direct utility request, run that utility; no unrelated generation questions are needed. Preserve the row pipeline and component extraction for image sprites. One-shot grid generation and fixed cell cutting are not an alternative sprite-generation route.
For attack repeat coverage, observed one-shot returns and structured loop failure reports, follow video-pipeline.
Scene creation consumes finished assets and remains optional. Asset metadata owns frames, native durations and anchors; scene specs own placement, scale, playback rate, planes, camera and light. Measure stride only with declared same-foot contact and an isolated foot ROI; unknown contact stays unverified. Apply only a verified report for the exact selected asset with an explicit scene direction. Never infer walking direction from the bottommost silhouette, reverse frames or change source assets to make a scene work.
Show full SKILL.md (691 more words)Show less
실행 인터프리터
SPRITE_GEN_ROOT is the absolute installed repository path. Use $SPRITE_GEN_ROOT/.venv/bin/sprite-gen or $SPRITE_GEN_ROOT/.venv/bin/python; do not assume an activated shell. 폴백 금지: create a missing venv or report the failure, never use an arbitrary global Python. NumPy 가 없는 인터프리터 fails at package import. Setup and diagnosis: interpreter.
RIFE for walk and run loops
video-loop repairs a walk's or run's jump frames and video-set gives a direction set one cycle length, both with RIFE in-betweens. Install it once per machine: $SPRITE_GEN_ROOT/.venv/bin/sprite-gen rife install (pinned rife-ncnn-vulkan 20221029 and model rife-v4.6, SHA-256 checked, into the user data directory, ending with a check frame; Linux without a GPU first needs libvulkan1 mesa-vulkan-drivers). Without it every loop is still cut, as filmed, and says so: a warning: line on stderr, jump_repair.applied: false in the loop report, cycle_align.<state>.applied: false and warnings in set.report.json. When that happens, tell the user which loops went unrepaired and offer the install; after it, cut those loops again and run video-cycle-align. video-loop --repair on and video-cycle-align fail without RIFE instead. loop-repair.
Contracts and advanced tools
run-contract owns numeric requests, run layout, atomic publication and curated exports. architecture explains domain ownership. docs index lists every specialized feature and QA procedure. sprite-gen --help derives the command map from the package catalog. Never replace an engine stage — extraction, the loop cut, set alignment, loop repair — with a script of your own while presenting the result as a pipeline output. Where a stage's result is wrong, use the engine's own options first (another cut with video-loop --max-len or --cycle fixed, video-cycle-align --length, --between auto (the default: a made frame that melted or carries a ghost takes the nearer source frame, and a filmed ghost frame a clean one beside it; a made frame the report names as a possible cross-fade of two drawings, look, is kept — look at it, and where the legs show twice use --between nearest or film that direction again) or --between nearest, or --cycles <loop>=<k> once you have counted a suspect loop's strides, or --foot <loop>=left|right (video-set --align-foot <item>=…) once you have looked at the first strike frame of a loop the report lists under unnamed_feet), keep the engine's result as the comparison, report the defect against the engine, and name in the delivery each stage done by hand and why. A new clip is for what no stage can reach: the drawing, the motion itself, a clip that holds no whole cycle (loop-review) — and a clip the engine names for one: when the alignment report's retake lists a loop (reason held-drawings: the cycle cut from its clip shows each drawing for two or three frames, the set's length leaves it at under 13 drawings a second, and frames between its drawings could not be made, so the loop halts there), run the engine verbs first as above, then film that direction again and align the set anew rather than hand-painting the gap; tell the user what the reason was and that a new take usually fixes it (loop-repair section 4). video-loop --anchor motion-auto already cuts a walk two steps long — one cycle — where a staff held above the head closes only there (cycle.steps, strip.jsonsteps: 2; video-cycle-align aligns it as the one cycle it is). When its report's cycle.step_screen says suspect (a slow walk cut one step long), or video-cycle-align stops on a loop under one_step, count the steps in the loop (how often each foot lands) and cut it again with video-loop --steps 1 if it is one step (--steps 2 if it is two); never stretch or double it by hand. When video-loop warns that the top of the silhouette jumps into the loop's first frame (a staff or flag held above the head, swinging on its own beat), or that the held part does not close at the wrap below its top, that part does not close at the cut: look at the loop, and try --cycle fixed with another cut before filming again; a walk refused for no cycle names in its report's cycle.candidates the windows it measured, best first, for a cut you must deliver anyway (loop-repair section 3, "The seam pop" and "The held side").
Sprite Gen next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
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Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
A skill your agent uses when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings…
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation. Sprite Gen is an agent skill from aldegad/sprite-gen. Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
When should I use Sprite Gen?
Sprite Gen fits situations like: tasks that involve Sprites and pixel art; tasks that involve AI video generation; tasks that involve Image generation.
How do I install Sprite Gen in Claude Code?
Run `npx skills add aldegad/sprite-gen --skill sprite-gen -a claude-code`. Or copy the skill folder (the aldegad/sprite-gen repository) into .claude/skills/sprite-gen in your project. Claude Code loads it when a task matches its description.
How do I install Sprite Gen in Codex?
Run `npx skills add aldegad/sprite-gen --skill sprite-gen -a codex`. Or copy the skill folder (the aldegad/sprite-gen repository) into .agents/skills/sprite-gen in your project. Codex loads it when a task matches its description.
Can I use Sprite Gen in Cursor, Gemini CLI or GitHub Copilot?
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add aldegad/sprite-gen --skill sprite-gen -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/sprite-gen, .gemini/skills/sprite-gen, .github/skills/sprite-gen and .opencode/skills/sprite-gen in your project.
What does Sprite Gen need to run?
Going by SKILL.md and its folder, Sprite Gen needs credentials named OPENAI_API_KEY. Our summary lists: A credential in OPENAI_API_KEY.
Does Sprite Gen access the network?
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Is Sprite Gen safe to install?
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
What licence does Sprite Gen use?
Sprite Gen is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
How many tokens does Sprite Gen use?
About 4.8k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
What are the alternatives to Sprite Gen?
Skills that share tags, products or a category with Sprite Gen: AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Make Images (glifxyz/glif-mcp-server, 212 stars), ComfyUI Local Driver (SlavaSexton/ComfyUI-Agent-Kit, 105 stars) and Game Assets (glifxyz/glif-mcp-server, 212 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Sprite Gen?
aldegad (a GitHub user) maintains it in aldegad/sprite-gen, which has 2,635 GitHub stars. The repository was last updated on October 9, 2026.
Source: aldegad/sprite-gen on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.