Spine Animation
GenielabsOpenSource/spine-animation-ai
Create Spine 2D skeletal animations from pre-existing character assets (separated body-part PNGs, atlas spritesheet, or a full character image).
Pyxel retro game engine patterns - pixel art, game loops, sprite/tilemap, MML audio, resource management, and web deployment
$ npx skills add vibeeval/vibecosystem --skill pyxel-patterns -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install vibeeval/vibecosystem pyxel-patterns --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/vibeeval/vibecosystem.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/pyxel-patterns .claude/skills/pyxel-patterns && 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 "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .claude/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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/vibeeval/vibecosystem/tree/main/skills/pyxel-patternsType 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 vibeeval/vibecosystem --skill pyxel-patterns -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install vibeeval/vibecosystem pyxel-patterns --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibeeval/vibecosystem.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/pyxel-patterns .agents/skills/pyxel-patterns && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .agents/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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 vibeeval/vibecosystem --skill pyxel-patterns -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install vibeeval/vibecosystem pyxel-patterns --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibeeval/vibecosystem.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/pyxel-patterns .cursor/skills/pyxel-patterns && 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 "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .cursor/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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/vibeeval/vibecosystem.git --path skills/pyxel-patterns--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 vibeeval/vibecosystem --skill pyxel-patterns -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install vibeeval/vibecosystem pyxel-patterns --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibeeval/vibecosystem.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/pyxel-patterns .gemini/skills/pyxel-patterns && 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 "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .gemini/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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 vibeeval/vibecosystem pyxel-patternsInstalls 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 vibeeval/vibecosystem --skill pyxel-patterns -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/vibeeval/vibecosystem.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/pyxel-patterns .github/skills/pyxel-patterns && 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 "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .github/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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 vibeeval/vibecosystem --skill pyxel-patterns -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install vibeeval/vibecosystem pyxel-patterns --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibeeval/vibecosystem.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/pyxel-patterns .opencode/skills/pyxel-patterns && 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 "pyxel-patterns" agent skill from https://github.com/vibeeval/vibecosystem/tree/main/skills/pyxel-patterns into .opencode/skills/pyxel-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pyxel-patterns", 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.
pyxel-patternsPyxel retro game engine patterns - pixel art, game loops, sprite/tilemap, MML audio, resource management, and web deployment
Pyxel Patterns is an agent skill from vibeeval/vibecosystem. Pyxel retro game engine patterns - pixel art, game loops, sprite/tilemap, MML audio, resource management, and web deployment
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Sprites and pixel art, Game design and Game development. It works with Python. The repository describes itself as: AI software team for Claude Code - 138 agents, 295 skills, 73 hooks. Self-learning, multi-agent swarm, autonomous skill evolution. The licence is MIT.
Read from SKILL.md and the folder at commit 3b763b1. 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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python and bash).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comFrom 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.
Pyxel Patterns loads about 1.8k tokens when it runs. Until then it costs about 35 tokens; SKILL.md has 183 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); files beside SKILL.md are not scanned.
The full file from vibeeval/vibecosystem at commit 3b763b1, republished under its MIT licence (© vibeeval). 183 words, ~1,841 tokens.
.claude/skills/pyxel-patterns/SKILL.md (or your agent's skills folder).Patterns and best practices for building retro-style games with Pyxel — a Python game engine with deliberate retro constraints.
Pyxel enforces retro limitations by design:
| Constraint | Limit |
|---|---|
| Colors | 16-color palette (customizable) |
| Screen | Default 256x256 (configurable) |
| Image banks | 3 banks (0-2), 256x256 each |
| Tilemaps | 8 maps, 256x256 tiles each |
| Sound channels | 4 simultaneous |
| Sound/Music | 64 user-definable sounds, 8 musics |
| Input | Keyboard + Mouse + Gamepad (up to 2) |
These constraints are features, not bugs. They force creative solutions and authentic retro aesthetics.
import pyxel
class App:
def __init__(self):
pyxel.init(160, 120, title="My Game")
# Load resources
pyxel.load("assets.pyxres")
# Initialize game state
self.player_x = 72
self.player_y = 56
self.score = 0
# Start game loop
pyxel.run(self.update, self.draw)
def update(self):
"""Called every frame - handle input and game logic"""
if pyxel.btnp(pyxel.KEY_Q):
pyxel.quit()
# Movement
if pyxel.btn(pyxel.KEY_LEFT):
self.player_x = max(self.player_x - 2, 0)
if pyxel.btn(pyxel.KEY_RIGHT):
self.player_x = min(self.player_x + 2, pyxel.width - 16)
def draw(self):
"""Called every frame - render everything"""
pyxel.cls(0) # Clear screen (color 0)
pyxel.blt(self.player_x, self.player_y, 0, 0, 0, 16, 16, 0)
pyxel.text(5, 4, f"SCORE: {self.score}", 7)
App()# Button states
pyxel.btn(key) # True while held
pyxel.btnp(key) # True on press (with optional repeat)
pyxel.btnr(key) # True on release
pyxel.btnv(key) # Analog value (gamepad)
# Mouse
pyxel.mouse_x # Current X position
pyxel.mouse_y # Current Y position
pyxel.btnp(pyxel.MOUSE_BUTTON_LEFT)
# Common pattern: 8-directional movement
dx = pyxel.btn(pyxel.KEY_RIGHT) - pyxel.btn(pyxel.KEY_LEFT)
dy = pyxel.btn(pyxel.KEY_DOWN) - pyxel.btn(pyxel.KEY_UP)# Primitives
pyxel.cls(col) # Clear screen
pyxel.pset(x, y, col) # Pixel
pyxel.line(x1, y1, x2, y2, col) # Line
pyxel.rect(x, y, w, h, col) # Filled rectangle
pyxel.rectb(x, y, w, h, col) # Rectangle border
pyxel.circ(x, y, r, col) # Filled circle
pyxel.circb(x, y, r, col) # Circle border
# Sprites (from image bank)
pyxel.blt(x, y, img, u, v, w, h, colkey)
# img: image bank (0-2)
# u, v: source position in bank
# w, h: size (negative = flip)
# colkey: transparent color
# Tilemap
pyxel.bltm(x, y, tm, u, v, w, h, colkey)
# Text
pyxel.text(x, y, string, col)class AnimatedSprite:
def __init__(self, frames, speed=5):
self.frames = frames # [(u, v, w, h), ...]
self.speed = speed
self.frame_index = 0
self.counter = 0
def update(self):
self.counter += 1
if self.counter >= self.speed:
self.counter = 0
self.frame_index = (self.frame_index + 1) % len(self.frames)
def draw(self, x, y, img=0, colkey=0):
u, v, w, h = self.frames[self.frame_index]
pyxel.blt(x, y, img, u, v, w, h, colkey)def aabb_collision(x1, y1, w1, h1, x2, y2, w2, h2):
"""Axis-aligned bounding box collision"""
return (x1 < x2 + w2 and x1 + w1 > x2 and
y1 < y2 + h2 and y1 + h1 > y2)
def point_in_rect(px, py, rx, ry, rw, rh):
"""Point inside rectangle"""
return rx <= px < rx + rw and ry <= py < ry + rh# Define sounds using MML (Music Macro Language)
pyxel.sounds[0].set(
"e2e2c2g1 g1g1c2e2 d2d2d2g2 e2e2e2c2", # notes
"p", # tones: t(riangle) s(quare) p(ulse) n(oise)
"6", # volumes (0-7)
"nnnf", # effects: n(one) s(lide) v(ibrato) f(adeout)
25 # speed
)
# Play sound
pyxel.play(ch, snd) # ch: channel (0-3), snd: sound index
pyxel.playm(msc) # Play music (0-7)
pyxel.stop(ch) # Stop channel (-1 for all)# Create resources with Pyxel Editor
# Terminal: pyxel edit assets.pyxres
# Load in code
pyxel.load("assets.pyxres")
# Or create programmatically
pyxel.images[0].load(0, 0, "sprite_sheet.png")
# Resource file contains:
# - Image banks (sprites, backgrounds)
# - Tilemaps (level layouts)
# - Sounds (SFX)
# - Music (BGM)class SceneManager:
def __init__(self):
self.scenes = {}
self.current = None
def add(self, name, scene):
self.scenes[name] = scene
def switch(self, name):
self.current = self.scenes[name]
if hasattr(self.current, 'enter'):
self.current.enter()
def update(self):
if self.current:
self.current.update()
def draw(self):
if self.current:
self.current.draw()
# Usage
class TitleScene:
def update(self):
if pyxel.btnp(pyxel.KEY_RETURN):
scene_mgr.switch("game")
def draw(self):
pyxel.cls(0)
pyxel.text(50, 50, "PRESS ENTER", pyxel.frame_count % 16)# Package as standalone executable
pyxel package APP_DIR STARTUP_SCRIPT
# Convert to executable
pyxel app2exe APP.pyxapp
# Convert to HTML (browser-playable via WASM)
pyxel app2html APP.pyxapp
# The HTML output uses Pyodide/Emscripten WASM
# Works in modern browsers without Python installedupdate() and draw() fast (target 30fps default)pyxel.frame_count for timing instead of tracking your own counterclass Particle:
__slots__ = ['x', 'y', 'vx', 'vy', 'life', 'col']
def __init__(self, x, y):
self.x = x
self.y = y
self.vx = pyxel.rndf(-1, 1)
self.vy = pyxel.rndf(-2, 0)
self.life = pyxel.rndi(10, 30)
self.col = pyxel.rndi(8, 10)
particles = []
# In update: spawn, move, remove dead
# In draw: pyxel.pset(p.x, p.y, p.col)class Camera:
def __init__(self):
self.x = 0
self.y = 0
def follow(self, target_x, target_y):
self.x = target_x - pyxel.width // 2
self.y = target_y - pyxel.height // 2
# In draw: offset all positions by -camera.x, -camera.y© vibeeval, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/pyxel-patterns of vibeeval/vibecosystem.
Open the folder on GitHubat commit 3b763b1
Pyxel Patterns 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 |
|---|---|---|---|---|---|---|
| Pyxel Patterns this skillvibeeval/vibecosystem | 531 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Spine AnimationGenielabsOpenSource/spine-animation-ai | 512 | — | ~17k | Automated safety check: Pass | CC-BY-NC-4.0 | |
| Godot 3D World Buildingthedivergentai/GD-Agentic-Skills | 803 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Game Enginegithub/awesome-copilot | 40k | 1 repos | ~1.6k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT |
GenielabsOpenSource/spine-animation-ai
Create Spine 2D skeletal animations from pre-existing character assets (separated body-part PNGs, atlas spritesheet, or a full character image).
thedivergentai/GD-Agentic-Skills
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.
github/awesome-copilot
Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
vibeeval/vibecosystem
Framework for measuring and tracking agent response quality over time.
vibeeval/vibecosystem
Security-focused differential code review with blast radius analysis, risk-adaptive depth (DEEP/FOCUSED/SURGICAL), git history correlation, and structured finding format.
vibeeval/vibecosystem
A skill your agent uses when making any factual claim about the codebase — existence, absence, or behavior.
vibeeval/vibecosystem
Systematic false positive verification for security findings.
vibeeval/vibecosystem
n8n otomasyon workflow'lari. An agent skill from vibeeval/vibecosystem.
vibeeval/vibecosystem
A skill your agent uses when context compression is imminent, when resuming a session, or when preserving critical decisions across long tasks.
Works with
Categories
Pyxel retro game engine patterns - pixel art, game loops, sprite/tilemap, MML audio, resource management, and web deployment. Pyxel Patterns is an agent skill from vibeeval/vibecosystem.
Pyxel Patterns fits situations like: tasks that involve Sprites and pixel art; tasks that involve Game design; tasks that involve Game development.
Run `npx skills add vibeeval/vibecosystem --skill pyxel-patterns -a claude-code`. Or copy the skill folder (skills/pyxel-patterns in vibeeval/vibecosystem) into .claude/skills/pyxel-patterns in your project. Claude Code loads it when a task matches its description.
Run `npx skills add vibeeval/vibecosystem --skill pyxel-patterns -a codex`. Or copy the skill folder (skills/pyxel-patterns in vibeeval/vibecosystem) into .agents/skills/pyxel-patterns 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 vibeeval/vibecosystem --skill pyxel-patterns -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pyxel-patterns, .gemini/skills/pyxel-patterns, .github/skills/pyxel-patterns and .opencode/skills/pyxel-patterns in your project.
SKILL.md names no scripts, command-line tools or credentials: Pyxel Patterns is instructions for the agent only. Our summary lists: Python 3.
SKILL.md names 1 domain. As links in the text: github.com. 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. Review the folder before installing.
Pyxel Patterns is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7.4k 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 Pyxel Patterns: Spine Animation (GenielabsOpenSource/spine-animation-ai, 512 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 803 stars), Game Engine (github/awesome-copilot, 40k stars) and Sprite Gen (aldegad/sprite-gen, 2.6k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
vibeeval (a GitHub user) maintains it in vibeeval/vibecosystem, which has 531 GitHub stars. The repository holds 144 skills in this directory. The repository was last updated on August 8, 2026.
Source: vibeeval/vibecosystem on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.