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v2.44.0

sprite-gen

@aldegad⭐ 2.9k stars

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, typography logos (로고, 타이포그래피, 타이틀 글자, 타이틀 로고, wordmark, logo, title lettering: a title screen drawn with the title in it, its lettering lifted out transparent), 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.

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// RATINGS

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// README

English · 한국어 · 日本語 · 简体中文 · Español · Français


Ask an image model for a "sprite sheet" and you know what you get: a character whose face changes every frame, a background that won't key out, poses that overlap and drift off-grid, and a PNG your game engine can't actually consume. Cute demo, useless asset.

sprite-gen is a Codex/Claude skill and a Python CLI that closes that gap. Give it one base image — it drives generation row by row, locks the character's identity, strips the chroma background to real alpha, extracts each pose as a clean transparent frame, and bakes a runtime atlas with a machine-readable manifest.json.frame_layout. Or hand the same still to a video model and get back a seamless, transparent loop per motion state. For the last 10% that generation never gets right, a curation webview lets you compare, reject, nudge and watch the loop live before you bake.

For side sprites, video-set uses --facing right|left consistently across canvas placement and clip prompts. Its direction detector is record-only by default (--facing-fix none) and can be wrong even at high confidence. Use gen --ref image.png --facing right to request orientation in the generation prompt; gen otherwise preserves orientation. Prompts request direction but cannot guarantee the result. Correction is opt-in: --facing-fix mirror, or gen --facing-fix regen; review the still before using either. See facing options.

Start with a request

Ask for sprites or an image. The agent checks access, asks only for missing provider/motion choices, runs the existing pipeline, and delivers the files. The curation view is optional. Save your choices once to reuse separate sprite and image defaults; a one-off request does not overwrite them. User workflow and defaults.

Pipelines, independent tools and scenes

The two sprite pipelines are ordered generation flows. Tool groups contain independent commands; scene creation is an optional workflow that consumes finished assets. sprite-gen --help prints this map and groups commands by the code domain that owns them.

flowchart LR
    subgraph A["A · atlas rows"]
        direction LR
        a1[prepare] --> a2["gen · gen-set"] --> a3[extract] --> a5[compose-atlas]
        a5 -.-> a4["curation (optional)"]
        a4 --> a5
    end
    subgraph B["B · video → loop"]
        direction LR
        b1[video-canvas] --> b2[video] --> b3[video-frames] --> b4[video-loop]
    end
    subgraph C["C · utilities"]
        direction LR
        c1[cutout] ~~~ c2[slice-sheet] ~~~ c4[ui-kit] ~~~ c3[unpack-atlas]
    end
    subgraph D["D · post-processing"]
        direction LR
        d1[recolor] ~~~ d2[compose-layers] ~~~ d3[export-*]
    end
    subgraph E["E · asset tools (independent)"]
        e1[background-tile] ~~~ e2[shadow] ~~~ e3[inspect-motion]
    end
    subgraph S["S · scene (optional)"]
        s1["existing assets + scene.json"] --> s2[scene-render]
        s1 --> s3[scene-inspect]
    end
Pipeline / tool group / workflowWhat goes in → what comes outDocs
A · atlas rowsone still + a list of states → sprite-sheet-alpha.png + manifest.json.frame_layout, with Breathe baked on idle posesrun-contract · breathing
B · video → loopone still → per state, a seamless transparent GIF / WebP / strip, animated by Grok Imagine and cut at its true periodvideo-pipeline · video
C · utilitiesan imported image or grid sheet → clean transparent cuts; a finished atlas → a curator-ready runsheet-slicing · curation
D · post-processinga finished sheet → deterministic colourways, rig layer composites, Aseprite / Phaser / Flame exportsrecolor · layer-tracks · engine-export
E · asset toolsindependent PNGs or animations → repeating tiles, projected shadows, motion/contact measurementsasset-tools
S · sceneexisting assets + placement, camera and lighting → PNG frames, MP4/GIF, inspection and placement metadatascene

Full index: docs/README.md. Architecture with domain and pipeline diagrams: docs/architecture.md.

What you actually get

  • A transparent sprite atlas (sprite-sheet-alpha.png) — real alpha, no leftover chroma fringe, verified against white backgrounds (why the extractor unmixes instead of peeling).
  • A runtime manifest (manifest.json.frame_layout) — absolute frame rectangles, per-state fps and loop flags. Your engine samples rectangles; it never guesses a grid.
  • Breathe — a still idle becomes a living loop, deterministic squash & stretch baked on your curated frames from one sidecar field, anatomy-aware and pixel-true (details).
  • Pixel-art that stays on grid — the Backbone Lattice measures one grid for the whole subject and holds every cut to it (details).
  • Motion loops from video — jumps get a tall canvas, attacks a wide one, the loop point is the clip's own period, and a one-shot action is cut rest → action → rest (details).
  • Deterministic colourways — recolor bakes N variant sheets from a palette map; same input, same output bytes (details).
  • QA you can watch — per-state GIFs and contact sheets, so motion is judged as motion before anything ships. Cyclic locomotion (walk/run) stays experimental unless motion QA actually passes.
  • Independent asset tools — build repeating backgrounds, project shadows from a foot anchor, and inspect timing, duplicate poses and contact evidence. Ambiguous feet produce an unverified measurement (details).

// HOW IT'S BUILT

KEY FILES

SKILL.mdREADME.md

// REPO STATS

2.9k stars