Sprite Gen
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Build 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model…
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gary149/h3-game-sprites h3-game-sprites --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/h3-game-sprites .claude/skills/h3-game-sprites && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .claude/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
$skill-installer install https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-spritesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gary149/h3-game-sprites h3-game-sprites --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/h3-game-sprites .agents/skills/h3-game-sprites && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .agents/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gary149/h3-game-sprites h3-game-sprites --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/h3-game-sprites .cursor/skills/h3-game-sprites && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .cursor/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
$ gemini skills install https://github.com/gary149/h3-game-sprites.git --path skills/h3-game-sprites--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gary149/h3-game-sprites h3-game-sprites --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/h3-game-sprites .gemini/skills/h3-game-sprites && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .gemini/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
$ gh skill install gary149/h3-game-sprites h3-game-spritesInstalls 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).
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/h3-game-sprites .github/skills/h3-game-sprites && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .github/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
$ npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gary149/h3-game-sprites h3-game-sprites --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gary149/h3-game-sprites.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/h3-game-sprites .opencode/skills/h3-game-sprites && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "h3-game-sprites" agent skill from https://github.com/gary149/h3-game-sprites/tree/main/skills/h3-game-sprites into .opencode/skills/h3-game-sprites/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "h3-game-sprites", 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.
h3-game-spritesBuild 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model…
H3 Game Sprites is an agent skill from gary149/h3-game-sprites. Build 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model instead of filmed actors. Covers the character-still recipe, the idle-pin trick that keeps every move on-model and loopable, per-move clip briefs, frame extraction with keying and numeric QC, seamless walk-cycle detection, and the atlas/render math that keeps a character planted and correctly sized in an engine. Use this…
Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including scripts (for example `scripts/build_atlas.py`, `scripts/gen_still.py` and `scripts/sprite_cut.py`). Compatibility notes: Requires ffmpeg, Python 3 with Pillow and numpy, and an OPENROUTERAPIKEY with credit for video and image generation.
It sits in Game Development, covering Sprites and pixel art and AI video generation. It works with MiniMax. The repository describes itself as: Agent Skill: turn AI-generated video into 2D game sprite sheets (the Mortal Kombat method, with MiniMax H3 as the actor). The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit d129557. It shows what the files ask for, not the result of running them.
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.
Ships 3 files in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
python3From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Requires ffmpeg, Python 3 with Pillow and numpy, and an OPENROUTER_API_KEY with credit for video and image generation.
From compatibility in the SKILL.md frontmatter.
H3 Game Sprites loads about 2.4k tokens when it runs. Until then it costs about 247 tokens; SKILL.md has 1,076 words of instructions outside code blocks.
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.
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.
The full file from gary149/h3-game-sprites at commit d129557, republished under its MIT licence (© gary149). 1,076 words, ~2,419 tokens.
.claude/skills/h3-game-sprites/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.Mortal Kombat filmed actors and digitized the footage into sprites. Do the same with H3 as the actor: one 5 s clip per move (~$0.64), cut down to 8–16 pose extremes, keyed to transparency, validated with numbers rather than vibes.
Read the h3-video skill for H3 API mechanics (submitting, polling, frame
pinning, the parallel runner). This skill is the sprite layer on top of it.
The video is source footage, not gameplay. 5 s at 24 fps is ~120 frames; a game move needs 8–16. H3's slow, deliberate performance is an advantage — more in-betweens to choose from, less blur per frame. Game timing (startup, active, recovery) is authored separately in frame data and never inherited from the clip.
Generate with scripts/gen_still.py (Nano Banana, ~$0.07, --batch for parallel
style probes). The prompt must nail four things:
#FF00FF, edge to edge, no gradient, no cast shadow, no
ground line. This is your chroma key.Style choice is a motion question, not a taste question: some styles H3 simply won't animate. Probe several looks, then spend one clip motion-testing the finalist before committing to a full move set. Ink wash, claymation, rubber-hose and photoreal move well; flat vector and paper cutouts risk freezing.
Extra end-pose stills (KO, downed) are generated from the idle as a reference image. Say "EXACTLY ONE character, completely alone, no second figure, no duplicate" — asking for "knocked out" while showing a standing reference reliably returns both a standing and a lying character in one frame.
The idle pin. Every move clip sets first_frame = last_frame = the idle still. This buys three things at once: the character cannot drift off-model
(H3 keeps identity only when it is anchored in a locked frame), the animation
returns exactly to neutral so it loops, and moves chain cleanly in a state
machine. Moves that end elsewhere (KO) pin their own end frame instead.
Use the beat structure from h3-video, plus these sprite-specific guards —
each one was learned by getting the opposite:
The character's hands and feet stay their normal size at all times - NO
ballooning, NO growing fists; limbs may stretch but hands and feet keep
constant scale.
Camera locked on a tripod, no zoom, no pan, no cut.
The background stays a perfectly flat uniform solid magenta at all times - no
gradient, no cast shadow, no ground line, nothing else enters the frame.
The character stays centered on the same ground level and does not travel
across the frame; everything not described stays static.
Audio: SFX only. NEVER generate music, melody, score or musical tones.A basic set — idle, walk forward, walk back, jump, crouch, punch, kick, block, hit-stun, KO — is ~$6.50 and submits as one parallel batch. Consider skipping the back-walk clip and playing the forward cycle in reverse (a classic 2D fighter trick): asked for a backward stride, H3 tends to give a wary sway.
python3 scripts/sprite_cut.py clips/v_punch.mp4 sprites/punch --frames 12
python3 scripts/sprite_cut.py clips/v_walk.mp4 sprites/walk --frames 8 --loopWrites keyed/*.png (RGBA), strip.png, anim.gif (pose preview at source
pacing) and report.json.
Keyframes are picked by cumulative motion arc-length — equal steps of accumulated frame-to-frame change, so frames concentrate where the action is. Uniform sampling looks mushy, and picking local motion maxima over-samples the idle bounce at the head of the clip.
--loop for cycles. Whole-clip picks include the start-up and the settle
back to idle, which is exactly why a walk visibly resets instead of looping.
Loop mode finds the closest-matching frame pair inside the sustained middle of
the clip and samples between them, giving a true seam.
Read the summary before trusting anything:
| metric | what it tells you |
|---|---|
worst_bg_purity | ~1.0 means every pixel is confidently background or character; lower means key leak |
loop_diff | move returns to its start pose (or, in loop mode, the cycle seam) |
first_vs_last_baseline | feet end where they began, in px |
baseline_drift_px | feet wandering — large is right for a jump, suspicious for a stance |
Despill note: do not blend the fringe toward the off-channel, which visibly tints the character. Clamp the key channels against the off-channel instead, as the script does.
The trap. Scaling each frame to a fixed on-screen height is the obvious thing and it is wrong: a crouch or jump tuck has a smaller bounding box, so per-frame normalization renders it bigger than standing. Derive one scale from the idle frame and apply it to every frame of every move.
python3 scripts/build_atlas.py sprites/ atlas.json \
--moves idle,walk,jump,crouch,punch,kick,block --ref idle --height 340Frames are stored trimmed, at global scale, with offsets to a shared anchor:
footOffset (feet vs the ground line), anchorOffset (stance-center column
inside the crop), driftX (this frame's drift from the canonical center).
The anchor X comes from the ankle-region centroid, not the bbox center — a big arm or tail swing moves the bbox, and centering on it makes the character slide sideways between poses.
The script prints per-move on-screen heights. Crouch and jump-tuck must be shorter than idle; if they are taller, per-frame scaling has crept back in.
ctx.translate(x + f.driftX, GROUND_Y + jumpY);
ctx.scale(facing, 1); // player 2 is a flip, never a generative mirror
const foot = state === 'jump' ? 0 : f.footOffset; // engine arc supplies the lift
ctx.drawImage(img, -f.anchorOffset, foot - img.height, f.w, f.h);Two real bugs live in those four lines. drawImage's y is the top edge
while footOffset positions the feet, so dropping - img.height sinks the
character through the floor. And if the engine authors a jump arc, adding the
frame's baked-in air offset on top double-lifts it.
Frame data stays separate from pixels — durations per frame, a loop flag, and for held states an enter/hold/release split so a key can be held:
punch: { frames:[0..11], durations:[35,35,45,50,...], loop:false }
crouch: { enterFrames:[0,1,2], holdFrame:3, releaseFrames:[4..7], hold:true }Roughly 35–70 ms per frame for attacks (fast startup, slower recovery) against ~150 ms for idle. Tune feel here; never regenerate video for timing.
Asserting on atlas metadata is not verification — it passes happily while the render is broken. Measure the character on the actual canvas:
// drive the loop deterministically: requestAnimationFrame freezes in unfocused tabs
const drive = (n, codes) => {
for (const c in keys) delete keys[c];
for (const c of codes) keys[c] = true;
for (let i = 0; i < n; i++) tick(g, keys, 16.7);
draw();
};
// then getImageData, find the non-background bbox, compare against GROUND_YConfirm: idle feet sit on the ground line, crouch is shorter and still planted, jump lifts without resizing, landing returns to exactly idle.
Chrome extensions cannot open file:// URLs — serve the page with
python3 -m http.server and drive localhost.
Still ~$0.07, 5 s clip $0.64, a 10-move fighter ~$7, failed jobs free. Retakes are per-move, never the whole set, so diagnose before rerolling: a wrong-looking character means the locked frames were wrong, not the prompt. Keep superseded assets rather than deleting them — an earlier take is often the only surviving copy of a pose you end up wanting back.
© gary149, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 3 other files (scripts) in skills/h3-game-sprites of gary149/h3-game-sprites.
Open the folder on GitHubat commit d129557
H3 Game Sprites 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| H3 Game Sprites this skillgary149/h3-game-sprites | 136 | — | ~2.4k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.8k | Automated safety check: Pass | Apache-2.0 | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Sprite Sheet PipelineLayrKits/Sprite-Pipeline | 595 | — | ~1.5k | Automated safety check: Pass | None | |
| Short Drama Directorlixiaoxiao9888-create/manju-laoli-skill | 1.1k | — | ~6.4k | Automated safety check: Pass | MIT | |
| Video-to-Sprite Animation Generator0x0funky/agent-sprite-forge | 4.4k | — | ~3.8k | Automated safety check: Pass | MIT |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
LayrKits/Sprite-Pipeline
Guide an AI assistant through this repo's 2D animation sprite-sheet workflow.
lixiaoxiao9888-create/manju-laoli-skill
【漫剧老李AIGC 全流程Skill · V6.9.8 轻量版 Multi-Agent】抖音与红果爆款短剧/漫剧工业化编剧与视听导演超级系统。全面支持 OpenClaw、WorkBuddy、豆包智能体/扣子(Coze)等多Agent平台,深度适配 Seedance 2.5/2.0(强制二选一,即梦为次选/历史兼容)+ MiniMax H3 格式支线(七段式→H3…
0x0funky/agent-sprite-forge
Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.
poco-ai/poco-claw
MiniMax multimodal model skill — use MiniMax Multi-Modal models for speech, music, video, and image.
Works with
Categories
Build 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model…. H3 Game Sprites is an agent skill from gary149/h3-game-sprites. Build 2D game sprite sheets by generating motion with MiniMax H3 (Hailuo) video, then cutting the footage into validated chroma-keyed sprite frames - the Mortal Kombat method with a video model instead of filmed actors.
H3 Game Sprites fits situations like: wants game sprites; an animated 2D game character; A fighting/platformer/beat-em-up character; wants to turn AI video into game animation frames.
Run `npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a claude-code`. Or copy the skill folder (skills/h3-game-sprites in gary149/h3-game-sprites) into .claude/skills/h3-game-sprites in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a codex`. Or copy the skill folder (skills/h3-game-sprites in gary149/h3-game-sprites) into .agents/skills/h3-game-sprites in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gary149/h3-game-sprites --skill h3-game-sprites -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/h3-game-sprites, .gemini/skills/h3-game-sprites, .github/skills/h3-game-sprites and .opencode/skills/h3-game-sprites in your project.
Going by SKILL.md and its folder, H3 Game Sprites needs Python for the scripts in its folder and the command-line tools its instructions call (python3). Our summary lists: Python 3; A credential in OPENROUTER_API_KEY. Compatibility (from SKILL.md): Requires ffmpeg, Python 3 with Pillow and numpy, and an OPENROUTER_API_KEY with credit for video and image generation..
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.
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.
H3 Game Sprites is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.4k tokens (SKILL.md is roughly 9.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with H3 Game Sprites: Sprite Gen (aldegad/sprite-gen, 2.6k stars), AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Sprite Sheet Pipeline (LayrKits/Sprite-Pipeline, 595 stars) and Short Drama Director (lixiaoxiao9888-create/manju-laoli-skill, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gary149 (a GitHub user) maintains it in gary149/h3-game-sprites, which has 136 GitHub stars. The repository was last updated on August 17, 2026.
Source: gary149/h3-game-sprites on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.