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 an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
$ npx skills add with-pebbly/aseprite-ai-artist --skill animate -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist animate --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/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/animate .claude/skills/animate && 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 "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .claude/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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/with-pebbly/aseprite-ai-artist/tree/main/skills/animateType 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 with-pebbly/aseprite-ai-artist --skill animate -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist animate --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/animate .agents/skills/animate && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .agents/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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 with-pebbly/aseprite-ai-artist --skill animate -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist animate --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/animate .cursor/skills/animate && 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 "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .cursor/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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/with-pebbly/aseprite-ai-artist.git --path skills/animate--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 with-pebbly/aseprite-ai-artist --skill animate -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist animate --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/animate .gemini/skills/animate && 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 "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .gemini/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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 with-pebbly/aseprite-ai-artist animateInstalls 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 with-pebbly/aseprite-ai-artist --skill animate -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/animate .github/skills/animate && 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 "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .github/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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 with-pebbly/aseprite-ai-artist --skill animate -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install with-pebbly/aseprite-ai-artist animate --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/animate .opencode/skills/animate && 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 "animate" agent skill from https://github.com/with-pebbly/aseprite-ai-artist/tree/main/skills/animate into .opencode/skills/animate/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "animate", 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.
animateBuild an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
Animate is an agent skill from with-pebbly/aseprite-ai-artist. Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip. Use when a rigged sprite needs to move.
Its SKILL.md is about 1.4k 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. It works with Model Context Protocol. The repository describes itself as: Your coding agent paints pixel art in the Aseprite window you already have open. MCP server + skills for Claude Code, omp, Codex, Gemini CLI and Cursor — draws, looks at its…. The licence is MIT.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit f51fe69. 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.
From 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.
Animate loads about 1.4k tokens when it runs. Until then it costs about 50 tokens; SKILL.md has 763 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 with-pebbly/aseprite-ai-artist at commit f51fe69, republished under its MIT licence (© with-pebbly). 763 words, ~1,415 tokens.
.claude/skills/animate/SKILL.md (or your agent's skills folder).The sprite must be rigged onto named layers — see aseprite:rig. Animating a
flattened sprite means redrawing every frame by hand.
If aseprite:concept delivered a storyboard, its panels are the key poses —
the plan in step 1 is written from them, not invented. Import it once the
frames exist: frame op="add" count=N-1, then
reference op="import" path=… grid={columns: N, rows: 1} puts panel i on
frame i. Every frame then has its own reference, and look op="compare" frame=i checks that frame against its panel — do that for each key in
step 4. The PixelSpec's per-frame notes and deviations still decide what
survives at this size: a storyboard can suggest a 4px jump the timing
cannot carry.
Write them out before touching a frame. For a walk:
Then mirror for the other leg: 8 frames. A 4-frame walk uses contact and pass per leg.
Idle: 2–4 frames, a breath — chest rises a pixel, shoulders follow one frame later. Attack: anticipation, strike, hold, recover.
frame op="add" count=7Already done if a storyboard was imported in step 0 — the import needs them.
Move limbs by moving cels, not by redrawing:
cel op="copy" layer="arm-near" frame=1 toFrame=3
cel op="move" layer="arm-near" frame=3 dx=2 dy=-1Redraw only where a part genuinely changes shape — a foreshortened arm, a
bending knee. Do that redraw as a grid: look op="ascii" layer=… frame=… rulers=false region=… on the part in the previous key, edit the rows into the
new shape, and draw kind grid them onto the new frame at the same origin.
Copying the rows first keeps the part's volume from drifting, because every
pixel you did not change stays exactly where it was.
look op="filmstrip"A vision model reads only the first frame of a GIF, so the filmstrip is the
only way to actually see the motion. Check volume and height consistency here,
while there are four frames to fix rather than eight. With a storyboard,
look op="compare" frame=… on each key as well: the pose should match its
panel before any in-between is drawn from it.
Only once the keys read. Spacing is your easing: poses close together read slow, far apart read fast.
look op="onion" frame=3Use onion skinning to judge an in-between against its neighbours without stepping through frames one at a time — it composites the target at full opacity over ghosted neighbours, oldest-first.
For secondary motion — a bob, a breath, a float — cel op="tween" or
cel op="oscillate" fill in the in-between cels for you instead of keying each
one by hand:
cel op="oscillate" layer="hair-back" fromFrame=1 toFrame=8 amplitudeY=1 period=8Caveat: easing rounds each frame's offset to the nearest pixel, and on
small amplitudes (1–2px) that rounding can make two adjacent frames land on
the same value and then jump — a stutter, not a stumble. Prefer hand keys for
primary motion (the walk, the strike); reach for tween/oscillate for
motion nobody is meant to consciously notice.
Something that grows or shrinks on screen — a wagon coming down a road,
a bird flying away — is drawn at three or four sizes by hand (far, middle,
near), each a complete little sprite with all its parts, and every frame uses
the nearest one. Do not compute it from a formula and re-rasterise it at each
size: below about 12 px a scaled shape loses or merges its parts (the wheels
vanish, the cover becomes a blob), and it changes shape from frame to frame.
Before you finish, look op="preview" frame=<n> on the frames where it is
largest and smallest.
frame op="set_duration" durations=[150,100,100,150,150,100,100,150]Hold contact poses longer than pass poses. Uniform timing reads mechanical no
matter how good the drawings are. Typical ranges are in rules://05-animation.
tag op="create" name="walk" from=1 to=8 direction="forward"Untagged frames are unusable by a game engine. validate treats a multi-frame
untagged sprite as an error.
look op="filmstrip" again, then run through the animation checks in
rules://07-review-checklist: consistent volume, consistent height, clean loop,
anticipation before strong actions, light that does not move. Run validate
with an expect describing the cycle — which layers live on which frames, which
parts must never overlap — so the mechanical check knows what "right" means here.
rules://05-animation, rules://06-layers-and-rigging, rules://40-timing-and-spacing.
For the cycle itself: rules://41-idle-and-breathing, rules://42-walk-and-run,
rules://43-jump-fall-land, rules://44-attacks-and-impacts,
rules://45-secondary-motion, rules://46-subpixel-animation,
rules://47-top-down-animation; animals: rules://51-animal-gaits,
rules://52-birds-and-flight. Their frame tables and key-pose templates come
before your own invention.
© with-pebbly, 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/animate of with-pebbly/aseprite-ai-artist.
Open the folder on GitHubat commit f51fe69
Animate 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 |
|---|---|---|---|---|---|---|
| Animate this skillwith-pebbly/aseprite-ai-artist | 172 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.5k | Automated safety check: Pass | Apache-2.0 | |
| Fal Assetsrehan-remade/universal-modder | 5.3k | — | ~2k | Automated safety check: Notes | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 212 | — | ~831 | Automated safety check: Pass | MIT | |
| Scenario Game Assetsscenario-labs/skills | 913 | — | ~4.5k | Automated safety check: Pass | MIT | |
| Game Art PipelinePersonalJarvis/PersonalJarvis | 141 | — | ~566 | Automated safety check: Pass | Apache-2.0 |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
glifxyz/glif-mcp-server
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…
scenario-labs/skills
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…
PersonalJarvis/PersonalJarvis
Develop or redesign Personal Jarvis world art, buildings, characters and 3D assets through an authored Blender reference scene, runtime review and controlled asset rollout.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
with-pebbly/aseprite-ai-artist
Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.
with-pebbly/aseprite-ai-artist
Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs.
with-pebbly/aseprite-ai-artist
Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right.
with-pebbly/aseprite-ai-artist
Create a new Aseprite document with the right canvas size, colour mode, palette and layer structure, so later work does not have to fight the setup.
with-pebbly/aseprite-ai-artist
Pick a palette that fits the request, build hue-shifted ramps, or clean up a sprite whose colours have sprawled.
with-pebbly/aseprite-ai-artist
Run the mechanical checks and the by-eye checks, then report what you found with evidence instead of declaring success.
Works with
Categories
Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip. Animate is an agent skill from with-pebbly/aseprite-ai-artist. Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
Animate fits situations like: A rigged sprite needs to move; tasks that involve Sprites and pixel art.
Run `npx skills add with-pebbly/aseprite-ai-artist --skill animate -a claude-code`. Or copy the skill folder (skills/animate in with-pebbly/aseprite-ai-artist) into .claude/skills/animate in your project. Claude Code loads it when a task matches its description.
Run `npx skills add with-pebbly/aseprite-ai-artist --skill animate -a codex`. Or copy the skill folder (skills/animate in with-pebbly/aseprite-ai-artist) into .agents/skills/animate 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 with-pebbly/aseprite-ai-artist --skill animate -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animate, .gemini/skills/animate, .github/skills/animate and .opencode/skills/animate in your project.
SKILL.md names no scripts, command-line tools or credentials: Animate is instructions for the agent only.
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. Review the folder before installing.
Animate is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.4k tokens (SKILL.md is roughly 5.7k 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 Animate: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Fal Assets (rehan-remade/universal-modder, 5.3k stars), Game Assets (glifxyz/glif-mcp-server, 212 stars) and Scenario Game Assets (scenario-labs/skills, 913 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
with-pebbly (a GitHub organization) maintains it in with-pebbly/aseprite-ai-artist, which has 172 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 8, 2026.
Source: with-pebbly/aseprite-ai-artist on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.