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codixel
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).
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// RATINGS
Not yet listed on ClawHub or SkillsMP
// 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.

Left: without Codixel. Right: with Codixel.
Steps

- Find real images of what you want. Use your own, or ones whose license allows it.
- Have the AI put it together in code from those images.
- Ask for bones so the parts can move.
- Ask for pixel art and say how it should look, for example "realistic".
- Look at the animation frames one by one.
- 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.


What to do
- Remember Claude Code is not a painter, it only writes code
- Start from a real reference image
- Give a reference to compare with
- Go step by step
- Ask for how it should look, like "realistic"
- Build characters from only a few pixels
- Use dither only where two colors meet
- Find sounds on the internet, don't let the AI make them
- Never say "do this" or "copy this" and walk away, check every step
Claude Code is not a painter
Claude Code cannot draw pixel art from scratch like a painter. It only writes code.

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

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

Spines

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

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

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

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.

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












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.  Left: without Codixel. Right: with Codixel. ## Steps  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.   ## 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.**  Left: Claude Code drew the dragon from scratch. Right: Claude Code turned a reference image into pixels and moved it. ## Example: Kinryu  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.  ## Spines  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  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  Hue shifting changes the hue of each color in a palette along with its lightness. ## Outline  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.  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             ## 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 codeCODE_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).core/pixel.js90 KBc58923053067upstream ↗
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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