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codixel

@mankidev⭐ 131 stars

Changes how pixel art is made with AI. Instead of drawing from imagination, ask the user for a reference image, pixelate it, rig it, animate it, and check every step with the user. Use whenever the user asks for pixel art of any kind (sprites, characters, creatures, effects, scenes, props, tiles, gems).

Choose how to use this skill

You do not need every option. Choose the path your AI client supports. The stable page stays the same; versioned files are immutable.

1. Native installer

This listing has no registered native installer command. Use the complete package or source fallback below, depending on what your client supports.

Do not guess an installer command or replace an existing version without reviewing the diff.

2. Complete package recommended

Download the ZIP when available. It includes SKILL.md plus the references, security notes and version metadata.

No complete ProSkills package is published for this listing yet.

3. Prompt-only

Copy the prompt above when the agent can read the stable page or when you want to adopt the workflow without installing a skill.

Need only the instruction file?

Download SKILL.md only if your client requires a single file. The complete ZIP is safer for a full installation because it preserves the references and release context.

No path installs or executes anything by itself. Your agent still needs access to the project files. Before updating, compare the installed version and review the diff.

—/10

// RATINGS

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⭐⭐⭐ 131 on GitHubGitHub ↗

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// README

Codixel

Codixel is a Claude Code skill for making pixel art with AI: game sprites, characters, animations and effects like fire, smoke and beams. It covers how to describe what you want, the steps from a reference image to a finished animated sprite, and why you have to check every step.

Fire without and with Codixel

Left: without Codixel. Right: with Codixel.

Steps

God, step by step

  1. Find real images of what you want. Use your own, or ones whose license allows it.
  2. Have the AI put it together in code from those images.
  3. Ask for bones so the parts can move.
  4. Ask for pixel art and say how it should look, for example "realistic".
  5. Look at the animation frames one by one.
  6. Put it in the scene and check it next to everything else.

Here the bones come before the pixels, because the god is put together from several images. With a single image, like Kinryu, turn it into pixels first and add the bones after.

God animation

God battle

What to do

Claude Code is not a painter

Claude Code cannot draw pixel art from scratch like a painter. It only writes code.

Kinryu, drawn from scratch vs from a reference

Left: Claude Code drew the dragon from scratch. Right: Claude Code turned a reference image into pixels and moved it.

Example: Kinryu

Kinryu, step by step

  1. Start from one picture of a gold dragon.
  2. Take off the background and make it pixels.
  3. Find the line from head to tail and move the body along it.
  4. Put it in the scene.

Kinryu animation

Spines

Black leopard walking, with its spine and leg bones

Codixel is good at understanding animal spines. It builds the body, legs and tail on the spine and moves them the way the real animal walks.

Dither

The same scene drawn four ways

Pixel art has only a few colors, so a sky or a ball needs a trick to change softly from one color to the next:

  • Smooth: hundreds of colors. It looks like a blurry photo.
  • Bands: flat stripes. You see hard lines between them.
  • Dither everywhere: soft, but grainy.
  • Bands and a dither strip: flat colors, mixed only where two bands meet. Codixel uses this one.

Hue shifting

Five greens without and with hue shifting

Hue shifting changes the hue of each color in a palette along with its lightness.

Outline

The same clover with no outline, an outline, and an outline with rim light

The outline takes its colors from the sprite. Rim light makes the edges that face the light one step lighter.

Sound

Don't let the AI make the sounds for your game. AI-made sounds are easy to spot. Have it find sounds on the internet instead.

Never "do this" or "copy this" and walk away

Never tell the AI "do this" or "copy this" and leave it. Check it the whole time it works and make sure what you get is what you wanted.

While this README was being written, the AI added a lot of things I didn't ask for. That is why you should check every step.

Heirs of the Valley, first version vs now

After every step, look at the result. Does it look the way you described it?

If something is wrong, say exactly what is wrong and run the step again. Move on only when the step is right.

Install

git clone https://github.com/mankidev/codixel ~/.claude/skills/codixel

Claude Code loads it on the next start. It runs when you ask for pixel art.

Examples

Astral Prison, reference vs result

Astral Prison animation

Beams, smoke explosion, fire breath and hell fire

Mini characters

Hollowchain

Ocean animation

Waterfall animation

River animation

Beach wave animation

Ruby gem animation

Blue, violet, crimson and emerald space backgrounds

Crimson background with moving layers

License

MIT. See LICENSE.

// HOW IT'S BUILT

// FILES

37 files shipped with this skill. Inline text is the catalog copy. The upstream link is the source repository.

  • SKILL.md50 KBa474ce67de81truncatedupstream ↗

    Showing the inlined prefix. The rest is in the upstream file.

    ---
    name: codixel
    description: Changes how pixel art is made with AI. Instead of drawing from imagination, ask the user for a reference image, pixelate it, rig it, animate it, and check every step with the user. Use whenever the user asks for pixel art of any kind (sprites, characters, creatures, effects, scenes, props, tiles, gems).
    license: MIT
    ---
    
    # Codixel
    
    You are not a painter. You write code. When you draw something complex from imagination (a dragon, an angel, a character, an animal), the result looks bad. When you start from a real image and turn it into pixels, the result looks good. This skill makes you work the second way and keeps the user in control of every step.
    
    ## Showing an image
    
    The terminal cannot show pictures. Every time this skill says "show", do this:
    
    1. Save the result as a PNG with `P.save` (and a GIF with `P.gif` when it moves) in the user's project, or in a folder the user named.
    2. Open the PNG yourself with the Read tool and look at it.
    3. Give the user the full path of each file.
    
    Read shows only the first frame of a GIF, so check motion on a numbered frame sheet, not on the GIF.
    
    Keep one preview image per piece of work. Put everything you want to show (frames, the last frame next to the first, the reference) on one sheet with `P.sheet`, not in separate files, and save each new version over the same file. The same goes for the GIF.
    
    ## Use the core, do not start from scratch
    
    This skill comes with `core/pixel.js`, next to this file. Use it instead of writing image code or effects yourself. In Node: `const P = require("<skill folder>/core/pixel.js")`. In a browser, load it with a script tag and use the global `P`; draw a buffer on a canvas with `P.blit(buf, ctx, x, y)`. Loading and saving files only works in Node; in a browser `P.gif` returns a `Uint8Array`.
    
    **Buffers.** `new P.Buf(w, h)` holds the pixels. `ox`, `oy` set the world offset: every drawing method takes world coordinates, so with `b.ox = -120; b.oy = -120` the point (0, 0) is 120 pixels in from the left and top. Methods: `pset`, `get`, `rect`, `line`, `poly`, `blob` (soft dithered circle), `ring`, `sprite`, `field(fn, palette)` (one value per pixel turned into a palette color with dither), `dither`, `scaled(n)`, `clear`.
    
    **Images.** These work on whole buffers and return a new one:
    
    - `P.load(file)` reads a PNG, `P.save(buf, file)` writes one. Other formats, and interlaced PNGs, must be converted to a plain PNG first with any tool you have (ImageMagick, ffmpeg, Python PIL).
    - `P.removeBg(buf, { tol, color, seeds, flood, erode })` removes a plain background. It finds the background color from the image edges and fills inward from them. `tol` (default 48) is how far a color may be from the background and still count as background. `flood: false` also removes background color inside the subject (holes between legs). Soft edges leave a light or dark ring around the subject; `erode: 1` or `2` cuts that many pixels off the outer edge (also `P.erode(buf, n)`).
    - `P.trim(buf, pad)`, `P.crop(buf, x, y, w, h)`, `P.bounds(buf)`.
    - `P.resize(buf, w, h, { mode })` averages the pixels. Leave out `h` to keep the shape (`P.resize(buf, w, { mode: true })` works too). Pixels end up fully solid or fully clear. Averaging blurs small details like eyes into a gray spot; `mode: true` keeps the most common color in each cell instead, use it on an image you already quantized at full size.
    - `P.quantize(buf, n, { palette, dither })` cuts the colors down to `n`, or maps them to a palette you give. Returns `{ buf, palette }`. `dither: true` mixes the two nearest colors in a thin strip where they meet, so soft shading keeps its steps instead of turning into flat bands.
    - `P.cleanup(buf, { tol, keepLone })` removes single stray pixels. It keeps a lone pixel when its color is very different from its neighbors (an eye, a highlight). A pixel with no solid neighbor at all is removed unless `keepLone: true` (a spark floating free). After dithering, use `tol: 20` or lower, or the dither pixels count as strays and get removed.
    - `P.smoothEdge(buf, { fill })` cleans the silhouette: it removes one pixel bumps, one pixel wide strips and two pixel nubs, and fills one pixel holes and dents. `P.smoothMask(mask, w, h)` does the same on a 0/1 mask. When a subject is made of overlapping parts (leaves, petals, plates), clean each part's mask on its own and put them together after, so the cleanup does not cut gaps where two parts overlap.
    - `P.edgeCheck(buf)` returns `{ nubs, strips, holes }`, the positions of pixels that stick out, one pixel wide strips and holes inside the silhouette.
    - `P.outline(buf, color, { corners })` adds a one pixel outline. The new buffer is 2 pixels wider and taller and everything moves 1 pixel right and down, so joint positions read before the outline are off by one after it.
    - `P.selout(buf, lit, shade, { dir })` adds a one pixel outline in two colors: `lit` on the side the light comes from, `shade` on the other sides. `dir` is where the light comes from, `[-1, -1]` (top left) by default. Take both colors from the sprite's own ramp (a middle color for `lit`, the darkest for `shade`), not black. It grows the buffer like `P.outline`.
    - `P.rimLight(buf, ramp, { dir, steps })` makes the edge pixels that face the light one ramp step lighter. Use it with `P.selout` to make the shape crisp, and call it first: `P.selout(P.rimLight(buf, ramp), lit, shade)`. Called after `P.selout`, the edge pixels are the outline, so the rim lands on the outline and the sprite gets none.
    
    **Bones.** For parts that turn at a joint (legs, arms, wings, head):
    
    ```js
    const rig = new P.Rig(sprite)
      .bone("body", null, 32, 60, 8, 52)
      .bone("head", "body", 34, 22, 32, 4)
      .bind({ joint: 2, paint: { head: [[20, 0], [50, 0], [50, 26], [20, 26]] } });
    const pose = { body: { a: 0, dy: -1 }, head: 0.2 };
    rig.draw(buf, x, y, pose, { flip: false });
    rig.drawBones(big, x * 4, y * 4, pose, { scale: 4 });
    
    const grid = P.ruler(sprite, 6, { step: 8 });
    rig.drawBones(grid, 0, 0, pose, { scale: 6 });
    ```
    
    `bone(name, parent, x, y, endX, endY, z)` takes the joint and the tip in sprite pixels. Parents come before children. `bind` gives every pixel to its nearest bone; `paint` gives the pixels inside a polygon to a bone instead, use it when the nearest bone is wrong. `joint` is how wide the overlap along the seams is, so no gaps open when parts turn. A pose gives each bone an angle in radians, or `{ a, dx, dy }`.
    
    Do not guess where the joints are. `P.ruler(sprite, scale, { step })` scales the sprite up with numbered grid lines every `step` sprite pixels, so you can read the joint and tip coordinates off the image. Its world offset is set so `rig.drawBones(grid, 0, 0, pose, { scale })` lands on the sprite.
    
    Check which pixels belong to which bone before animating. `rig.ownerMap()` returns the sprite tinted with each bone's color (joint overlap is tinted lighter), and `rig.legend()` lists the bone names next to their colors:
    
    ```js
    const own = P.ruler(rig.ownerMap(), 6, { step: 8 });
    rig.drawBones(own, 0, 0, {}, { scale: 6 });
    P.save(P.sheet([own, rig.legend()]), "owners.png");
    ```
    
    A wrong area (a shoulder tinted like the head) shows up here, not after the animation. Fix it with `paint` in `bind` and show it again.
    
    **Long bodies.** For things that curve along a spine (snake, dragon, tail, tentacle): `P.bend(buf, sprite, rest, pose)`. `rest` is the spine as points in sprite pixels, `pose` is the same number of points where the spine should be now. `P.wave(points, t, amp, length, { from })` gives a moving wave along a spine; the wave is still at the start (`from`) and strongest at the end.
    
    **Showing work.**
    
    - `P.sheet(items, { cols, scale, fit, gap })` puts several buffers in one image with labels above them. An item is a buffer or `{ buf, label, scale }`. `fit: 192` scales each one to about 192 pixels high. Clear pixels show as a checker.
    - `P.text(buf, x, y, "A", color, scale)` writes letters, numbers and `- 
  • README.md4.9 KB23673c4a0343upstream ↗
    <p align="center"><img src="images/logo.png" width="128" alt="Codixel logo"></p>
    
    # Codixel
    
    Codixel is a Claude Code skill for making pixel art with AI: game sprites, characters, animations and effects like fire, smoke and beams. It covers how to describe what you want, the steps from a reference image to a finished animated sprite, and why you have to check every step.
    
    ![Fire without and with Codixel](images/fire_compare.gif)
    
    Left: without Codixel. Right: with Codixel.
    
    ## Steps
    
    ![God, step by step](images/god_steps.png)
    
    1. Find real images of what you want. Use your own, or ones whose license allows it.
    2. Have the AI put it together in code from those images.
    3. Ask for bones so the parts can move.
    4. Ask for pixel art and say how it should look, for example "realistic".
    5. Look at the animation frames one by one.
    6. Put it in the scene and check it next to everything else.
    
    Here the bones come before the pixels, because the god is put together from several images. With a single image, like Kinryu, turn it into pixels first and add the bones after.
    
    ![God animation](images/god.gif)
    
    ![God battle](images/god_battle.gif)
    
    ## What to do
    
    - [Remember Claude Code is not a painter, it only writes code](#claude-code-is-not-a-painter)
    - [Start from a real reference image](#example-kinryu)
    - [Give a reference to compare with](#examples)
    - [Go step by step](#steps)
    - [Ask for how it should look, like "realistic"](#examples)
    - [Build characters from only a few pixels](#examples)
    - [Use dither only where two colors meet](#dither)
    - [Find sounds on the internet, don't let the AI make them](#sound)
    - [Never say "do this" or "copy this" and walk away, check every step](#never-do-this-or-copy-this-and-walk-away)
    
    ## Claude Code is not a painter
    
    **Claude Code cannot draw pixel art from scratch like a painter. It only writes code.**
    
    ![Kinryu, drawn from scratch vs from a reference](images/kinryu_old_new.png)
    
    Left: Claude Code drew the dragon from scratch. Right: Claude Code turned a reference image into pixels and moved it.
    
    ## Example: Kinryu
    
    ![Kinryu, step by step](images/kinryu_steps.png)
    
    1. Start from one picture of a gold dragon.
    2. Take off the background and make it pixels.
    3. Find the line from head to tail and move the body along it.
    4. Put it in the scene.
    
    ![Kinryu animation](images/kinryu.gif)
    
    ## Spines
    
    ![Black leopard walking, with its spine and leg bones](images/leopard_spine.gif)
    
    Codixel is good at understanding animal spines. It builds the body, legs and tail on the spine and moves them the way the real animal walks.
    
    ## Dither
    
    ![The same scene drawn four ways](images/dither.png)
    
    Pixel art has only a few colors, so a sky or a ball needs a trick to change softly from one color to the next:
    
    - Smooth: hundreds of colors. It looks like a blurry photo.
    - Bands: flat stripes. You see hard lines between them.
    - Dither everywhere: soft, but grainy.
    - Bands and a dither strip: flat colors, mixed only where two bands meet. Codixel uses this one.
    
    ## Hue shifting
    
    ![Five greens without and with hue shifting](images/hue_shift.png)
    
    Hue shifting changes the hue of each color in a palette along with its lightness.
    
    ## Outline
    
    ![The same clover with no outline, an outline, and an outline with rim light](images/outline.png)
    
    The outline takes its colors from the sprite. Rim light makes the edges that face the light one step lighter.
    
    ## Sound
    
    Don't let the AI make the sounds for your game. AI-made sounds are easy to spot. Have it find sounds on the internet instead.
    
    ## Never "do this" or "copy this" and walk away
    
    **Never tell the AI "do this" or "copy this" and leave it. Check it the whole time it works and make sure what you get is what you wanted.**
    
    While this README was being written, the AI added a lot of things I didn't ask for. That is why you should check every step.
    
    ![Heirs of the Valley, first version vs now](images/hotv_before_after.png)
    
    After every step, look at the result. Does it look the way you described it?
    
    If something is wrong, say exactly what is wrong and run the step again. Move on only when the step is right.
    
    ## Install
    
    ```
    git clone https://github.com/mankidev/codixel ~/.claude/skills/codixel
    ```
    
    Claude Code loads it on the next start. It runs when you ask for pixel art.
    
    ## Examples
    
    ![Astral Prison, reference vs result](images/astral_prison.png)
    
    ![Astral Prison animation](images/astral_prison.gif)
    
    ![Beams, smoke explosion, fire breath and hell fire](images/core_effects.gif)
    
    ![Mini characters](images/minis.gif)
    
    ![Hollowchain](images/hollowchain.gif)
    
    ![Ocean animation](images/ocean.gif)
    
    ![Waterfall animation](images/waterfall.gif)
    
    ![River animation](images/river.gif)
    
    ![Beach wave animation](images/beach_wave.gif)
    
    ![Ruby gem animation](images/gem.gif)
    
    ![Blue, violet, crimson and emerald space backgrounds](images/space_backgrounds.png)
    
    ![Crimson background with moving layers](images/space_parallax.gif)
    
    ## License
    
    MIT. See [LICENSE](LICENSE).
    
  • .github/ISSUE_TEMPLATE/bug_report.md243 B3b35153387f5upstream ↗
    ---
    name: Bug report
    about: Something in the skill or the core does not work as described
    labels: bug
    ---
    
    ## What happened
    
    ## What you expected
    
    ## Steps to reproduce
    
    1.
    2.
    
    ## Images or frames
    
    ## Environment
    
    - Claude Code version:
    - OS:
    
  • .github/ISSUE_TEMPLATE/config.yml27 B0086358db1ebupstream ↗
    blank_issues_enabled: true
    
  • .github/ISSUE_TEMPLATE/feature_request.md167 B6dcf37632526upstream ↗
    ---
    name: Feature request
    about: Suggest a new effect, step or improvement
    labels: enhancement
    ---
    
    ## What you want
    
    ## Why it helps
    
    ## Reference images or examples
    
  • .github/pull_request_template.md183 Bb9fa30f71e8cupstream ↗
    ## What this changes
    
    ## How it looks
    
    ## Checklist
    
    - [ ] One change per pull request
    - [ ] Frames or a GIF are attached for changes to `core/pixel.js`
    - [ ] No comments in the code
    
  • CODE_OF_CONDUCT.md5.3 KB037d72bcfad6upstream ↗
    # Contributor Covenant Code of Conduct
    
    ## Our Pledge
    
    We as members, contributors, and leaders pledge to make participation in our
    community a harassment-free experience for everyone, regardless of age, body
    size, visible or invisible disability, ethnicity, sex characteristics, gender
    identity and expression, level of experience, education, socio-economic status,
    nationality, personal appearance, race, religion, or sexual identity
    and orientation.
    
    We pledge to act and interact in ways that contribute to an open, welcoming,
    diverse, inclusive, and healthy community.
    
    ## Our Standards
    
    Examples of behavior that contributes to a positive environment for our
    community include:
    
    * Demonstrating empathy and kindness toward other people
    * Being respectful of differing opinions, viewpoints, and experiences
    * Giving and gracefully accepting constructive feedback
    * Accepting responsibility and apologizing to those affected by our mistakes,
      and learning from the experience
    * Focusing on what is best not just for us as individuals, but for the
      overall community
    
    Examples of unacceptable behavior include:
    
    * The use of sexualized language or imagery, and sexual attention or
      advances of any kind
    * Trolling, insulting or derogatory comments, and personal or political attacks
    * Public or private harassment
    * Publishing others' private information, such as a physical or email
      address, without their explicit permission
    * Other conduct which could reasonably be considered inappropriate in a
      professional setting
    
    ## Enforcement Responsibilities
    
    Community leaders are responsible for clarifying and enforcing our standards of
    acceptable behavior and will take appropriate and fair corrective action in
    response to any behavior that they deem inappropriate, threatening, offensive,
    or harmful.
    
    Community leaders have the right and responsibility to remove, edit, or reject
    comments, commits, code, wiki edits, issues, and other contributions that are
    not aligned to this Code of Conduct, and will communicate reasons for moderation
    decisions when appropriate.
    
    ## Scope
    
    This Code of Conduct applies within all community spaces, and also applies when
    an individual is officially representing the community in public spaces.
    Examples of representing our community include using an official e-mail address,
    posting via an official social media account, or acting as an appointed
    representative at an online or offline event.
    
    ## Enforcement
    
    Instances of abusive, harassing, or otherwise unacceptable behavior may be
    reported to the community leaders responsible for enforcement by
    opening a private report through [GitHub security advisories](https://github.com/mankidev/codixel/security/advisories/new) or by contacting the maintainer on GitHub (@mankidev).
    All complaints will be reviewed and investigated promptly and fairly.
    
    All community leaders are obligated to respect the privacy and security of the
    reporter of any incident.
    
    ## Enforcement Guidelines
    
    Community leaders will follow these Community Impact Guidelines in determining
    the consequences for any action they deem in violation of this Code of Conduct:
    
    ### 1. Correction
    
    **Community Impact**: Use of inappropriate language or other behavior deemed
    unprofessional or unwelcome in the community.
    
    **Consequence**: A private, written warning from community leaders, providing
    clarity around the nature of the violation and an explanation of why the
    behavior was inappropriate. A public apology may be requested.
    
    ### 2. Warning
    
    **Community Impact**: A violation through a single incident or series
    of actions.
    
    **Consequence**: A warning with consequences for continued behavior. No
    interaction with the people involved, including unsolicited interaction with
    those enforcing the Code of Conduct, for a specified period of time. This
    includes avoiding interactions in community spaces as well as external channels
    like social media. Violating these terms may lead to a temporary or
    permanent ban.
    
    ### 3. Temporary Ban
    
    **Community Impact**: A serious violation of community standards, including
    sustained inappropriate behavior.
    
    **Consequence**: A temporary ban from any sort of interaction or public
    communication with the community for a specified period of time. No public or
    private interaction with the people involved, including unsolicited interaction
    with those enforcing the Code of Conduct, is allowed during this period.
    Violating these terms may lead to a permanent ban.
    
    ### 4. Permanent Ban
    
    **Community Impact**: Demonstrating a pattern of violation of community
    standards, including sustained inappropriate behavior,  harassment of an
    individual, or aggression toward or disparagement of classes of individuals.
    
    **Consequence**: A permanent ban from any sort of public interaction within
    the community.
    
    ## Attribution
    
    This Code of Conduct is adapted from the [Contributor Covenant][homepage],
    version 2.0, available at
    https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
    
    Community Impact Guidelines were inspired by [Mozilla's code of conduct
    enforcement ladder](https://github.com/mozilla/diversity).
    
    [homepage]: https://www.contributor-covenant.org
    
    For answers to common questions about this code of conduct, see the FAQ at
    https://www.contributor-covenant.org/faq. Translations are available at
    https://www.contributor-covenant.org/translations.
    
  • CONTRIBUTING.md800 B5ae84bf2af33upstream ↗
    # Contributing
    
    Thanks for helping with Codixel.
    
    ## Ways to help
    
    - Report a bug or a wrong instruction in `SKILL.md` with an issue.
    - Suggest a new effect or a better step with an issue first, so it can be talked through before any work.
    - Send a pull request for fixes to `SKILL.md`, `README.md` or `core/pixel.js`.
    
    ## Pull requests
    
    - Keep each pull request to one change.
    - For `core/pixel.js`, include a GIF or a few frames that show the result.
    - New effects should come from a real, finished use (a game, a scene), not from a quick test.
    - Code has no comments; explain the change in the pull request instead.
    - By sending a pull request you agree that your work is released under the MIT License.
    
    ## Code of conduct
    
    Everyone taking part follows the [Code of Conduct](CODE_OF_CONDUCT.md).
    
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    Contents are not inlined in the catalog. Open the upstream file.

  • images/god_steps.png166 KB6cbe72fdcd1eupstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/hollowchain.gif2.1 MB211d8f72c65cupstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/hotv_before_after.png547 KBab2b030556e3upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/hue_shift.png1.6 KB35cf919304f4upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/kinryu.gif1.2 MBf6d8b44831c2upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/kinryu_old_new.png112 KBbb86a7fccb25upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/kinryu_steps.png117 KB95fd83684af8upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/leopard_spine.gif3.9 MB043c1a60262aupstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/logo.png2.5 KBba326b9ada38upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/minis.gif26 KBeb9cb6204ae9upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/ocean.gif143 KB69a2215b8363upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/ocean_before_after.png10 KB245a30a92306upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/outline.png7.7 KB214cc4ae1d88upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/river.gif3.2 MBfadbf33f1678upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/space_backgrounds.png217 KBa74820b09cdcupstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/space_parallax.gif1.6 MB7dde0cd3d1c6upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • images/waterfall.gif668 KBfdd1ce39e8a9upstream ↗

    Contents are not inlined in the catalog. Open the upstream file.

  • LICENSE1.0 KBc733b8b841f2upstream ↗
    MIT License
    
    Copyright (c) 2026 mankidev
    
    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:
    
    The above copyright notice and this permission notice shall be included in all
    copies or substantial portions of the Software.
    
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    SOFTWARE.
    
  • SECURITY.md493 Bec01def5c56aupstream ↗
    # Security policy
    
    Codixel is a set of instructions and a small JavaScript file that runs locally. It has no server and stores no data.
    
    ## Reporting a problem
    
    If you find something unsafe, for example an instruction in `SKILL.md` that makes the AI run harmful commands, report it privately through [GitHub security advisories](https://github.com/mankidev/codixel/security/advisories/new). Please do not open a public issue for it.
    
    Only the latest version on the `main` branch is supported.
    

Plain-text copy, no login: /skill-bundles/mankidev-codixel.md

// REPO STATS

131 stars