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Generate clean 2D game sprites and animation atlases with a component-row pipeline: base identity, numeric sprite-request SSoT, per-state layout guides, image-gen row strips, chroma-key alpha cleanup, connected-component frame extraction, cell-based atlas composition, QA reports, and runtime manifest frame_layout. Its curation webview also serves ANY image-candidate set (icons, logos, generated drafts) — agent chat can't render images, this can: unpack_atlas_run --pngs-dir import, then serve_cur
Passed 16 of 18 test cases with the skill, and 4 of 18 without it.
and 14 more in the full report
12 fixed4 passed either way2 still failing0 broke4 errored
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/21/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
We want to inspect currently saved user generation preferences (such as default provider and directory paths), save updated choices with user consent, and clear saved preferences back to factory state. Which subcommands manage these options?
| Checked | Without skill | With skill |
|---|---|---|
| Uses defaults show to display current user settings. | Missed | Passed |
| Requires explicit user agreement before saving updated default settings. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
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:
$SPRITE_GEN_ROOT/.venv/bin/sprite-gen workflow --kind sprite
$SPRITE_GEN_ROOT/.venv/bin/sprite-gen workflow --kind image
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.
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. |
video-set --play, --motion; video-prompt --play, --motion | loop, once-return, once-hold, lifetime; in video-set "<state>=…" or "<item>=…" | How a motion plays, and its own words: a word the engine does not name (punch, type_at_desk) is filmed in that mode; a once-return strip plays once and ends on its first pose (loop: false, returns: true). Without --play a named state plays as its preset (play modes). |
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
test cases passed, vs 4 / 18 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.