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pixel-art-studio

pixel-art-studio

github.com/gamezxzCreative & media9864 installsUpdated 16w ago
Repository

About pixel-art-studio

pixel-art-studio is a skill for pixel-art creators and game artists. It centers on regenerable Python build scripts and a preview, critique, and revision loop, with support for animation and image cleanup.

Key features

  1. 01Draw pixel art with Python scripts
  2. 02Preview and iteratively inspect artwork
  3. 03Manage palettes, layers, and frames
  4. 04Export PNG, GIF, and spritesheets
  5. 05Clean and normalize imported images

Use cases

  1. 01Create regenerable pixel-art characters
  2. 02Make animation frames and game spritesheets
  3. 03Clean generated or messy images
  4. 04Study styles from reference artwork

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/gamezxz/pixel-art-studio --skill pixel-art-studio

After installing, type/pixel-art-studioin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

LICENSE
README.md
.gitignore
docs/
index.html
docs/assets/
knight_sheet.json
examples/
capybara-4dir.py
anime-cast.py
knight-walkcycle.py
knight-anim.py
slime-bounce.py
slime-build.py
tactical-verdant-oracle.py
tall-iron-man-repulsor.py
pixel-art/anime-cast/
build.py
pixel-art/capybara-4dir/
build.py
spritesheet.json
pixel-art/catmage-lpc/
build.py
catmage_lpc.json
pixel-art/knight-spear-lpc/
build.py
knight_spear_lpc.json
pixel-art/tactical-verdant-oracle/
tactical_oracle_validation.json
tactical_oracle_sheet.json
pixel-art/tall-iron-man-repulsor/
tall_iron_man_validation.json
tall_iron_man_beam_sheet.json
references/
animation.md
cleanup.md
export.md
references/learned/
001-chibi-jrpg-cast.md
002-dynamic-attack-canvas.md
003-dramatic-chibi-swordsman.md

Details

From the project README

Pixel Art Studio

Self-contained studio: you author a build script that draws every pixel with scripts/pixelstudio.py (Pillow only), render a preview, look at it with your own eyes, critique, fix, repeat. That see→critique→fix loop is the entire quality engine — never skip it. You are the artist; the library is just your hand.

Requirement: python3 -c "import PIL" — if missing, pip3 install --user pillow.

The Loop

  1. Brief — decide canvas size, palette (with a hard color budget), style, outline rule, light direction. Consult references/patterns.md + references/palettes.md, and check references/learned/INDEX.md for a studied style that matches.

  2. Build script — create pixel-art/<slug>/build.py in the working directory. The script is the artwork's source of truth: it regenerates everything on each run. Parametrize shapes (positions, squash, frame offsets) instead of hardcoding every pixel twice — animation frames become function calls.

    import sys; sys.path.insert(0, "/Users/game/Projects/.claude/skills/pixel-art-studio/scripts")
    from pixelstudio import Sprite, PALETTES, ramp, mix
    
    BODY = ramp("#38b764", 5)            # hue-shifted 5-step ramp from a base color
    s = Sprite(32, 32, palette=BODY + ["#1a1c2c", "#f4f4f4"])
    
    def draw_slime(squash=0):            # parametric → reuse for every frame
        s.ellipse(6, 12 + squash, 25, 27, BODY[0])          # darkest first
        s.ellipse(6, 11 + squash, 24, 26, BODY[2], only="opaque")  # restack lighter, shifted to light
        s.outline(BODY[0], where="inside")                  # selout
    draw_slime()
    
    s.preview("preview.png", scale=10)   # LOOK at this file
    s.stats()                            # and read these numbers
    
  3. Run — cd pixel-art/<slug> && python3 build.py

  4. LOOK — Read preview.png (plus s.save_silhouette() / s.zoom() when unsure). Critique against the checklist in references/validations.md, point by point, honestly.

  5. Fix — edit build.py, rerun. Minimum 2–3 loop passes before showing the user.

  6. Deliver — export master PNG at 1x and a display scale (4–8x), GIF/spritesheet if animated, then open the output files (user preference).

Work at true pixel size always; scale is an export-time concern and integer only.

API — scripts/pixelstudio.py

Colors everywhere: "#hex" | (r,g,b[,a]) | palette index (int) | None = erase. Most ops accept only= to clip: a color (paint only over that color), "opaque", "empty" — this is the masking system; the shifted-shape shading recipe in references/techniques.md builds on it.

AreaCalls
CanvasSprite(w, h, palette=None, snap=True) · s.layer(name) · s.frame(i) · s.use(frame=, layer=)
Drawpx line rect(fill=) circle(cx,cy,r,fill=) (pixel-perfect) ellipse polygon contour fill(x,y) clear get(x,y) paste_png
Pixel-art opsoutline(c, where="outside"/"inside") · mirror_x mirror_y · shift(dx,dy,wrap=) · replace(old,new) · dither(box,c1,c2,mix,pattern) · gradient_dither(box,colors) · noise(box,c,density,seed)
Colorramp(base, steps, hue_shift) · mix(c1,c2,t) · PALETTES · s.set_palette(p, remap=) · s.to_palette(p, dither=) · s.quantize(n)
Cleanup (gen/messy art)s.harden_alpha(threshold, steps) · s.despeckle(min_cluster) · s.dedupe_colors(tol) · s.dehalo() · s.clean(palette=, max_colors=, ...) · s.before_after(path)
Animations.add_frame(copy=True) · s.set_duration(ms, frames) · s.tag(name, from, to, direction) · s.copy_cel(layer, from_frame, to_frames, link=) · s.del_frame
Inspects.preview(path, scale, grid=, labels=) · s.zoom(path, x0,y0,x1,y1) · s.save_silhouette(path) · s.stats() · s.save_swatch(path) · s.used_colors()
Exports.save_png(path, frame, scale, bg) · s.save_gif(path, scale, tag, bg) · s.save_spritesheet(path, layout, scale, padding) (+engine JSON) · s.save_project / Sprite.load_project / Sprite.from_png(path, scale="auto", strip_bg=)

Knowledge routing

TaskRead
Any new artwork (sizes, chibi/heroic/tall-tactical proportions, silhouette-first order, tiles)references/patterns.md
Color ramps, shading, dithering, AA, outlines, texturesreferences/techniques.md
Animation (frame counts, timing, puppeting, oversized attack cells, stable pivots)references/animation.md
Humanoid characters (2 arms + 2 legs) — full movement set (walk/slash/thrust/spellcast/shoot/hurt)references/lpc.md + scripts/lpc.py — assemble frames onto the LPC universal sheet (engine-ready layout)
Palette choice, budgets, presets, learned palettesreferences/palettes.md
Export formats, engines (Unity/Godot/Phaser)references/export.md
Cleaning AI-generated / messy art, palette-locking, the hybrid pipelinereferences/cleanup.md
Known failure modes — read before finalizingreferences/sharp_edges.md
Per-iteration critique checklistreferences/validations.md
Studied styles from user-provided artreferences/learned/INDEX.md

Learning from user-provided art

When the user sends a pixel-art file to learn from (เรียนรู้/ศึกษาไฟล์นี้):

Persistence rule: learning changes the skill project itself. Resolve <skill> to the directory containing this SKILL.md and write durable knowledge only inside that directory. The caller's working directory, ./pixel-art/, clipboard paths, and <file>_study/ are source or temporary analysis locations; they are not the knowledge base. Never leave a completed study only in those locations.

  1. python3 <skill>/scripts/study.py <file> [--save-palette <name>] → emits <file>_study/ with zoom.png, swatch.png, silhouette.png, report.json.
  2. Read zoom.png and swatch.png — the report gives numbers (true size, palette, ramps, dither %, outline darkness); your eyes extract the techniques: cluster shapes, AA placement, where dither sits, how ramps map onto forms, outline behavior on the light side.
  3. Write a study card <skill>/references/learned/NNN-<slug>.md from <skill>/references/learned/TEMPLATE.md — record pixel-level observations and imperative rules, not vibes.
  4. Add one line to <skill>/references/learned/INDEX.md in the same change.
  5. If the lesson generalizes beyond one visual style (animation, export, validation, cleanup, etc.), also update the relevant <skill>/references/*.md rule file and Knowledge routing.
  6. --save-palette <name> makes the palette available forever as Sprite(palette="<name>"); verify that the saved palette data is also under <skill>, not beside the input file.
  7. Before finishing, verify every newly learned durable file resolves under <skill>.

When later creating art in a studied style: open the matching card and follow its rules.

Hybrid pipeline — from generated/messy art (the "B" path)

When the user wants pixel art from an image model (codex-imagegen, SD+LoRA, FLUX, PixelLab export, a screenshot, or any messy PNG), this skill is the deterministic cleanup + lock + animate layer. Use references/cleanup.md for the full playbook. One command does the whole import→clean:

python3 <skill>/scripts/pixelpipe.py <gen.png> --strip-checker --max-colors 24 --display 6
# lock to a shared game palette for cross-asset consistency:
python3 <skill>/scripts/pixelpipe.py <gen.png> --palette my_game
# learn the style while cleaning:
python3 <skill>/scripts/pixelpipe.py <gen.png> --strip-checker --study knight_style

It recovers the true grid (block-sampling for sloppy upscales), strips baked-in checkerboards, hardens alpha, despeckles, dedupes colors, locks the palette, and emits clean.png + a regenerable build.py you keep editing. After cleaning, switch back to the normal Loop (edit/animate/palette-swap deterministically) — that's where the skill beats the generator.

Conventions

  • Artworks live in ./pixel-art/<slug>/ (build.py + all outputs together).
  • Never hand-edit exported PNGs — edit build.py and rerun.
  • Randomness only via noise(seed=) — renders must be deterministic.
  • Deliverables get opened when done; report includes the 1x master path.

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