pixel art professional
willibrandon/pixel-plugin · skills.sh
Open source Repository Open in the app JSON README (API)
About
Skill publicada por willibrandon/pixel-plugin no skills.sh. Instale com: npx skills add willibrandon/pixel-plugin@pixel-art-professional
Details
- Kind
- Agent skills
- Publisher
- willibrandon
- Origin
- skillssh
- Category
- ferramentas
- Stars
- 346
- Forks
- 29
- Open pull requests
- 1
- Last push
- 2025-10-19T00:52:11Z
- Repository state
- ativo
- Language
- Shell
- License
- MIT
- Added
- 2026-10-07 05:21:31
- Updated
- 2026-10-07 05:21:31
- Origin id
willibrandon/pixel-plugin/pixel-art-professional
README
# Aseprite Pixel Art Plugin for Claude Code Create, animate, and export pixel art using Aseprite through natural language and commands in Claude Code. *Powered by [pixel-mcp](https://github.com/willibrandon/pixel-mcp) - a Model Context Protocol server for Aseprite.* ## Features **Natural Language Pixel Art Creation** - "Create a 64x64 Game Boy style sprite" - "Draw a red circle with blue outline" - "Make a 16x16 tile" **Animation Support** - "Add a 4-frame walk cycle" - "Create an idle animation" - "Set frame timing to 100ms" **Advanced Techniques** - Apply dithering patterns - Optimize color palettes - Add shading and antialiasing - Use retro console palettes (NES, Game Boy, C64, PICO-8) **Game-Ready Export** - PNG, GIF, spritesheet formats - JSON metadata for Unity, Godot, Phaser - Pixel-perfect scaling (2x, 4x, 8x) - Multiple spritesheet layouts ## How It Works This plugin uses the [pixel-mcp](https://github.com/willibrandon/pixel-mcp) Model Context Protocol server to communicate with Aseprite. The MCP server provides 40+ tools for pixel art operations and is bundled with the plugin. ## Quick Start ### 1. Prerequisites - [Aseprite](https://www.aseprite.org/) v1.3.0+ installed - [Claude Code](https://claude.com/code) installed ### 2. Installation **Option A: Via Claude Code (recommended)** In Claude Code, run: ``` /plugin ``` Then: 1. Select "Add marketplace" 2. Enter: `willibrandon/pixel-plugin` (for GitHub) or `./path/to/local/marketplace` (for local) 3. Select "Browse and install plugins" 4. Find and install `pixel-plugin` **Option B: From command line** ```bash # Add the GitHub marketplace claude plugin marketplace add willibrandon/pixel-plugin # Install the plugin claude plugin install pixel-plugin ``` **Option C: Local development/testing** ```bash # Clone the repository git clone https://github.com/willibrandon/pixel-plugin.git cd pixel-plugin # Add as local marketplace (from parent directory) cd .. claude plugin marketplace add ./pixel-plugin # Install from local source claude plugin install pixel-plugin@pixel-plugin ``` ### 3. Setup Configure Aseprite path (one-time setup): ```bash /pixel-setup ``` The command will auto-detect your Aseprite installation. If not found, specify the path manually: ```bash /pixel-setup /Applications/Aseprite.app/Contents/MacOS/aseprite ``` ### 4. Create Your First Sprite ```bash # Using slash commands /pixel-new 64x64 gameboy "Draw a character sprite" /pixel-export png character.png # Or natural language only "Create a 32x32 Game Boy sprite of a character" "Export it as character.png" ``` ## Usage ### Slash Commands | Command | Description | Example | |---------|-------------|---------| | `/pixel-new [size] [palette]` | Create new sprite | `/pixel-new icon nes` | | `/pixel-palette <action> [args]` | Manage palettes | `/pixel-palette set gameboy` | | `/pixel-export <format> [file]` | Export sprite | `/pixel-export gif anim.gif` | | `/pixel-setup [path]` | Configure plugin | `/pixel-setup` | | `/pixel-help [topic]` | Get help | `/pixel-help palettes` | ### Natural Language The plugin responds to natural language requests: **Creation:** ``` "Create a 64x64 RGB sprite" "Make a 16x16 tile with NES palette" "Start a new 128x128 canvas" ``` **Drawing:** ``` "Draw a red circle in the center" "Fill the background with blue" "Draw a pixelated tree" ``` **Animation:** ``` "Add 4 frames for a walk cycle" "Create a 2-frame idle animation" "Set all frame durations to 100ms" ``` **Advanced:** ``` "Apply Floyd-Steinberg dithering" "Reduce to 16 colors" "Add shading with light from top-left" "Convert to PICO-8 palette" ``` **Export:** ``` "Export as PNG at 4x scale" "Export as animated GIF at 12 FPS" "Create a horizontal spritesheet" "Export with Unity JSON metadata" ``` ## Examples ### Example 1: Game Boy Character ```bash /pixel-new 48x48 gameboy "Draw a character sprite - round head, square body, stick limbs" "Add a 2-frame breathing animation" /pixel-export gif character-idle.gif fps=2 ``` **Result:** Game Boy character with subtle idle animation. ### Example 2: NES Tile ```bash /pixel-new tile nes "Draw a brick wall pattern" "Apply Bayer dithering for texture" /pixel-export png brick-tile.png scale=4 ``` **Result:** Retro NES-style brick tile, scaled 4x for modern displays. ### Example 3: Modern Pixel Art ```bash /pixel-new 64x64 "Draw a detailed sword with silver blade and gold hilt" "Add shading from top-left light source" "Apply soft antialiasing to edges" /pixel-export png sword.png scale=2 ``` **Result:** Modern pixel art with shading and antialiasing. ### Example 4: Animated Sprite for Game ```bash /pixel-new 32x32 pico8 "Draw a simple character" "Create an 8-frame run cycle" "Set frames to 80ms each" /pixel-export json game-character.json format=unity ``` **Result:** `game-character.png` spritesheet + `game-character.json` ready for Unity import. ## Palette Presets ### Retro Consoles - `nes` - 54-color NES palette - `gameboy` - 4-color Game Boy green - `gameboy-gray` - 4-shade grayscale - `c64` - 16-color Commodore 64 - `cga` - 4-color IBM CGA - `snes` - 256-color Super Nintendo ### Modern Palettes - `pico8` - PICO-8 fantasy console (16 colors) - `sweetie16` - Popular 16-color palette by GrafxKid - `db16` - DawnBringer's 16 colors - `db32` - DawnBringer's 32 colors ### Generic - `retro16` - Generic 16-color retro - `retro8` - Generic 8-color retro - `grayscale4/8/16` - Grayscale palettes ## Export Formats ### Formats - **PNG** - Single frame or current frame with transparency - **GIF** - Animated GIF with loop and timing control - **Spritesheet** - Multiple layouts (horizontal, vertical, grid, packed) - **JSON** - Metadata for game engines (Aseprite, TexturePacker, Unity, Godot) ### Spritesheet Layouts - `horizontal` - All frames in a row (web animations) - `vertical` - All frames in a column - `grid` - Optimal rows × columns (game engines) - `packed` - Space-optimized (texture atlases) ### Scaling - `scale=1` - Original size - `scale=2` - 2x pixel-perfect - `scale=4` - 4x pixel-perfect - `scale=8` - 8x pixel-perfect ## Documentation - [Skills Reference](https://github.com/willibrandon/pixel-plugin/blob/HEAD/skills/) - Detailed Skill documentation - [Commands Reference](https://github.com/willibrandon/pixel-plugin/blob/HEAD/commands/) - Slash command documentation ## Troubleshooting ### "Aseprite not found" Error Run setup command: ```bash /pixel-setup /path/to/aseprite ``` Platform-specific paths: - **macOS**: `/Applications/Aseprite.app/Contents/MacOS/aseprite` - **Linux**: `/usr/bin/aseprite` - **Windows**: `C:\Program Files\Aseprite\Aseprite.exe` ### "MCP server not responding" 1. Verify Aseprite is installed and accessible 2. Check configuration: `cat ~/.config/pixel-mcp/config.json` 3. Re-run setup: `/pixel-setup` 4. Check binary permissions: `chmod +x bin/pixel-mcp` ### "Export failed" or "File not found" - Ensure sprite is created before exporting - Check output path is writable - Verify format is supported (png, gif, sheet, json) See [Known Issues](https://github.com/willibrandon/pixel-plugin/blob/HEAD/docs/KNOWN_ISSUES.md) for additional troubleshooting information. ## Platform Support - macOS (Intel and Apple Silicon) - Linux (x86_64 and ARM64) - Windows (x86_64) ## Requirements - **Aseprite**: v1.3.0 or higher - **Claude Code**: v1.0.0 or higher - **pixel-mcp**: MCP server (bundled) - [Source](https://github.com/willibrandon/pixel-mcp) - **Disk Space**: ~50MB for plugin and binaries ## Contributing Contributions welcome! Please see [CONTRIBUTING.md](https://github.com/willibrandon/pixel-plugin/blob/HEAD/CONTRIBUTING.md) for guidelines. 1. Fork the repository 2. Create feature branch (`git checkout -b feature/amazing-feature`) 3. Commit changes (`git commit -m 'Add amazing feature'`) 4. Push to branch (`git push origin feature/amazing-feature`) 5. Open Pull Request ## License This project is licensed under the MIT License - see [LICENSE](https://github.com/willibrandon/pixel-plugin/blob/HEAD/LICENSE) file for details.