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Agent Skill · AI 工具

character-sprite(角色精灵)

character-sprite 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

character-sprite 是AI 工具类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为调用外部服务;许可证为 MIT,第三方扫描已通过,按安装量在AI 工具类的 2,536 个 Skill 里排第 536。

总安装 3,560周安装 144GitHub Stars 309下载 1,117核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:character-sprite(角色精灵)
来源仓库:https://github.com/paulrobello/claude-office
仓库路径:skills/character-sprite
安装命令:
npx skills add https://github.com/paulrobello/claude-office --skill character-sprite
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/paulrobello/claude-office --skill character-sprite

这个 Skill 是做什么的

AI 工具类 Skill 用来扩展助手本身的能力,例如接模型、接检索、接外部服务。

character-sprite 生成复古16位像素风格的角色精灵图,支持动画帧序列制作。专为 Claude Office Visualizer 等可视化代理设计,适用于游戏或界面角色渲染。采用无抗锯齿像素风格,确保边缘清晰,每帧独立生成以适配不同动作方向。

依赖 ImageMagick 等图像处理工具链,部署前需确认环境是否支持相关命令执行。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/character-sprite

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/paulrobello/claude-office --skill character-sp…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

character-sprite 怎么安装?

在终端执行 npx skills add https://github.com/paulrobello/claude-office --skill character-sprite。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

character-sprite 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

character-sprite 需要什么权限?

权限级别是调用外部服务。该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

character-sprite 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

character-sprite 用的人多吗?

公开数据是累计安装 3,560 次,近一周安装 144 次,下载 1,117 次,GitHub 309 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

character-sprite 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理AI 工具类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

AI 工具类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
executing-plans

执行计划 · Codex、Claude

1,515,336173,110只读MIT通过
verification-before-completion

完成前的验证 · Codex、Claude

1,319,472173,121权限未标注MIT通过
subagent-driven-development

子 Agent 驱动开发 · Codex、Claude

1,312,416173,138只读MIT通过
copy-editing

复制编辑 · Codex、Claude

1,209,57625,632只读MIT通过
paywall-upgrade-cro

付费专区升级 cro · Codex、Claude

1,030,17625,617只读MIT通过
character-sprite

角色精灵 · 本页

3,560309调用外部服务MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Character Sprite Generator

Create complete, animated character sprite sheets for Claude Office Visualizer agents using Nano Banana MCP and ImageMagick.

Project Context

Characters are office workers rendered in retro 16-bit pixel art style. Each character requires multiple animation sprite sheets for different actions and directions.

Art Style: Retro 16-bit pixel art (SNES/Genesis era), clean pixels, limited colors.

CRITICAL - NO ANTI-ALIASING: All sprites must have sharp, crisp pixel edges with NO anti-aliasing, NO smoothing, NO blending between pixels. Each pixel should be a solid color with hard edges. Anti-aliased sprites look blurry and muddy in the game.

Character Constraints:

  • Max width: 60px (matches current agent radius × 2)
  • Max height: 75px (25% taller than width allowed)
  • Magenta (#FF00FF) chroma key background

Sprite Sheet Technical Specifications

CRITICAL: Grid Layout Requirements

The game engine parses sprite sheets by dividing the total image into a fixed grid. All cells must be uniform with ZERO padding/spacing between them.

┌──────────────────────────────────────────────────────────────────────────────┐
│  NO gaps, borders, or padding between cells. Cells are calculated as:       │
│  cell_width = sheet_width / columns                                          │
│  cell_height = sheet_height / rows                                           │
│  Frame at (col, row) starts at pixel (col × cell_width, row × cell_height)  │
└──────────────────────────────────────────────────────────────────────────────┘

DO NOT:

  • Add visible grid lines or cell borders
  • Add padding or spacing between cells
  • Use inconsistent cell sizes
  • Leave empty cells (fill with magenta background)

Sheet Dimensions & Frame Specifications

Sheet TypeTotal SizeGridCell SizeFrames
Idle928 × 1152 px8 cols × 8 rows116 × 144 px64 total
Walking928 × 1152 px8 cols × 8 rows116 × 144 px64 total
Typing928 × 144 px8 cols × 1 row116 × 144 px8 frames
Handoff928 × 1152 px4 cols × 1 row232 × 411 px*4 frames
Coffee928 × 1152 px4 cols × 1 row232 × 699 px*4 frames

*Handoff/coffee sheets have content offset - see Frame Location Map below.

Frame Location Map

Grid Sheets (Idle/Walk) - 8 columns × 8 rows:

Row 0 (y=0-143):    South (front-facing)     - Frames 0-7 at x: 0, 116, 232, 348, 464, 580, 696, 812
Row 1 (y=144-287):  South-West               - Frames 0-7
Row 2 (y=288-431):  West (left profile)      - Frames 0-7
Row 3 (y=432-575):  North-West               - Frames 0-7
Row 4 (y=576-719):  North (back view)        - Frames 0-7
Row 5 (y=720-863):  North-East               - Frames 0-7
Row 6 (y=864-1007): East (right profile)     - Frames 0-7
Row 7 (y=1008-1151): South-East              - Frames 0-7

Strip Sheets (Single row):

Typing:  Row 0, 8 frames at x: 0, 116, 232, 348, 464, 580, 696, 812 (y=0-143)
Handoff: Row 0, 4 frames at x: 0, 232, 464, 696 (content y=343-753)
Coffee:  Row 0, 4 frames at x: 0, 232, 464, 696 (content y=0-698)

Animation Requirements

AnimationFramesDurationLoopedNotes
Idle8 frames × 8 directions2000msYesSubtle breathing/weight shift
Walking8 frames × 8 directions800msYesFull walk cycle with arm swing
Typing8 frames400msYesBack view, hands on keyboard
Handoff4 frames600msNoSide view, handing folder
Coffee4 frames400msYesFront view, drinking motion

8 Directions (row order): S, SW, W, NW, N, NE, E, SE

Workflow

Step 1: Generate Base Character Design

Create a front-facing idle pose to establish the character's look:

mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art game sprite of a [CHARACTER DESCRIPTION], front view facing camera, [CLOTHING DESCRIPTION], simple friendly face, small character suitable for top-down office game, retro SNES/Genesis style pixel art, standing idle pose with arms at sides, isolated on solid magenta background #FF00FF, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, centered composition, no text, no shadows on background, 64x80 pixels scale",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "model_tier": "pro"
}'

Prompt Variables:

  • [CHARACTER DESCRIPTION]: e.g., "male office worker", "female developer", "robot assistant"
  • [CLOTHING DESCRIPTION]: e.g., "wearing blue dress shirt and tie, brown pants, black shoes, short brown hair"
  • [NAME]: Character identifier (e.g., "agent1", "agent2", "boss")

Step 2: VALIDATE AND ITERATE

CRITICAL: Get user approval before generating all sprite sheets.

  1. Copy the generated image: cp "/Users/probello/nanobanana-images/[FILENAME].png" \ "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png"
  2. View the image using the Read tool and present to user
  3. Ask user to validate:

- Character design matches their vision - Art style is correct (16-bit pixel art) - Proportions work for the game - Colors and details are acceptable

  1. If rejected: Regenerate with adjusted prompt based on feedback
  2. If approved: Proceed to Step 3

Step 3: Generate All Sprite Sheets

Use BOTH reference images for each generation:

  • Reference 1: The approved character design (for consistent appearance)
  • Reference 2: Existing Agent #1 sprite sheet (for consistent frame layout)
3a. Idle Animation Sheet

Technical Requirements:

  • Total size: 928 × 1152 pixels
  • Grid: 8 columns × 8 rows (64 cells total)
  • Cell size: 116 × 144 pixels each
  • NO borders, padding, or spacing between cells
  • Frames must fill entire cell area
mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art sprite sheet, EXACTLY 928x1152 pixels total, divided into 8 columns and 8 rows grid, each cell is EXACTLY 116x144 pixels with NO borders NO padding NO gaps between cells, character is [CHARACTER DESCRIPTION] (EXACTLY as shown in first reference image), 8 DIRECTIONS IN EXACT ORDER from top to bottom: ROW 0 south facing toward camera, ROW 1 south-west diagonal, ROW 2 west facing left profile, ROW 3 north-west diagonal, ROW 4 north facing away back view, ROW 5 north-east diagonal, ROW 6 east facing right profile, ROW 7 south-east diagonal, each row has 8 frames of subtle idle breathing animation, cells touch edge-to-edge with no visible grid lines, retro SNES Genesis 16-bit pixel art, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, consistent character in every cell matching reference, solid magenta #FF00FF background fills all empty space in each cell, game sprite sheet asset, no text no watermarks",
  "input_image_path_1": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "input_image_path_2": "/Users/probello/Repos/claude-office/frontend/public/sprites/agent1_idle_sheet.png",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_idle_sheet_raw.png",
  "model_tier": "pro",
  "aspect_ratio": "4:5",
  "negative_prompt": "blurry, 3D, realistic, anti-aliasing, anti-aliased edges, smoothing, blending, soft edges, gradients, shadows on background, inconsistent character, different characters, text, watermark, grid lines, cell borders, padding between frames, gaps between cells"
}'
3b. Walking Animation Sheet

Technical Requirements:

  • Total size: 928 × 1152 pixels
  • Grid: 8 columns × 8 rows (64 cells total)
  • Cell size: 116 × 144 pixels each
  • NO borders, padding, or spacing between cells
mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art sprite sheet for WALKING animation, EXACTLY 928x1152 pixels total, divided into 8 columns and 8 rows grid, each cell is EXACTLY 116x144 pixels with NO borders NO padding NO gaps between cells, character is [CHARACTER DESCRIPTION] (EXACTLY as shown in first reference image), 8 DIRECTIONS IN EXACT ORDER from top to bottom: ROW 0 walking south toward camera, ROW 1 walking south-west diagonal, ROW 2 walking west left profile, ROW 3 walking north-west diagonal, ROW 4 walking north away back view, ROW 5 walking north-east diagonal, ROW 6 walking east right profile, ROW 7 walking south-east diagonal, each row has 8 frames of walk cycle with alternating legs and natural arm swing, cells touch edge-to-edge with no visible grid lines, retro SNES Genesis 16-bit pixel art, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, consistent character in every cell matching reference, solid magenta #FF00FF background fills all empty space in each cell, game sprite sheet asset, no text no watermarks",
  "input_image_path_1": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "input_image_path_2": "/Users/probello/Repos/claude-office/frontend/public/sprites/agent1_walk_sheet.png",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_walk_sheet_raw.png",
  "model_tier": "pro",
  "aspect_ratio": "4:5",
  "negative_prompt": "blurry, 3D, realistic, anti-aliasing, anti-aliased edges, smoothing, blending, soft edges, gradients, shadows on background, inconsistent character, different characters, text, watermark, standing still, static pose, grid lines, cell borders, padding between frames, gaps between cells"
}'
3c. Typing Animation Sheet

Technical Requirements:

  • Total size: 928 × 144 pixels (single row)
  • Grid: 8 columns × 1 row
  • Cell size: 116 × 144 pixels each
  • NO borders, padding, or spacing between cells
  • CHARACTER ONLY - no desk, chair, or keyboard (those are separate game assets)
mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art sprite sheet for TYPING animation, EXACTLY 928x144 pixels total, horizontal strip with 8 equal cells of EXACTLY 116x144 pixels each with NO borders NO padding NO gaps between cells, character is [CHARACTER DESCRIPTION] (EXACTLY as shown in first reference image), character seen from behind (back view) in seated typing pose with arms extended forward making typing motions, CHARACTER ONLY no desk no chair no keyboard no furniture, 8 frame typing animation showing hands and arms making typing movements, frames show subtle arm position changes as if typing, cells touch edge-to-edge with no visible grid lines, retro SNES Genesis 16-bit pixel art, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, consistent character across all 8 frames matching reference, solid magenta #FF00FF background fills all empty space in each cell, game sprite sheet asset, no text no watermarks",
  "input_image_path_1": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "input_image_path_2": "/Users/probello/Repos/claude-office/frontend/public/sprites/agent1_typing_sheet.png",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_typing_sheet_raw.png",
  "model_tier": "pro",
  "aspect_ratio": "21:9",
  "negative_prompt": "blurry, 3D, realistic, anti-aliasing, anti-aliased edges, smoothing, blending, soft edges, gradients, shadows on background, inconsistent character, different characters, text, watermark, front view, standing, grid lines, cell borders, padding between frames, gaps between cells, desk, chair, keyboard, furniture, computer, monitor"
}'
3d. Folder Handoff Animation Sheet

Technical Requirements:

  • Total size: 928 × 1120 pixels (but content in one row)
  • Grid: 4 columns × 1 row (usable content area)
  • Cell size: 232 × 411 pixels each
  • Content starts at y=343 (vertical offset)
  • NO borders, padding, or spacing between cells
mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art sprite sheet for HANDING FOLDER animation, EXACTLY 928 pixels wide, horizontal strip with 4 equal cells of EXACTLY 232 pixels wide each with NO borders NO padding NO gaps between cells, character is [CHARACTER DESCRIPTION] (EXACTLY as shown in first reference image), character seen from side profile holding and handing over a manila folder document, 4 frame animation sequence: frame 1 holding folder at waist, frame 2 extending arm with folder, frame 3 arm fully extended offering folder, frame 4 releasing folder hand open, cells touch edge-to-edge with no visible grid lines, retro SNES Genesis 16-bit pixel art, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, consistent character across all 4 frames matching reference, solid magenta #FF00FF background fills all empty space in each cell, game sprite sheet asset, no text no watermarks",
  "input_image_path_1": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "input_image_path_2": "/Users/probello/Repos/claude-office/frontend/public/sprites/agent1_handoff_sheet.png",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_handoff_sheet_raw.png",
  "model_tier": "pro",
  "aspect_ratio": "21:9",
  "negative_prompt": "blurry, 3D, realistic, anti-aliasing, anti-aliased edges, smoothing, blending, soft edges, gradients, shadows on background, inconsistent character, different characters, text, watermark, back view, grid lines, cell borders, padding between frames, gaps between cells"
}'
3e. Coffee Drinking Animation Sheet

Technical Requirements:

  • Total size: 928 × 1120 pixels (but content in one row)
  • Grid: 4 columns × 1 row (usable content area)
  • Cell size: 232 × 699 pixels each
  • Content starts at y=0
  • NO borders, padding, or spacing between cells
mcpl call nanobanana generate_image '{
  "prompt": "16-bit pixel art sprite sheet for DRINKING COFFEE animation, EXACTLY 928 pixels wide, horizontal strip with 4 equal cells of EXACTLY 232 pixels wide each with NO borders NO padding NO gaps between cells, character is [CHARACTER DESCRIPTION] (EXACTLY as shown in first reference image), character seen from front holding and drinking from a coffee cup mug, 4 frame animation sequence: frame 1 holding coffee cup at chest, frame 2 raising cup toward face, frame 3 cup at lips drinking, frame 4 lowering cup with satisfied expression, cells touch edge-to-edge with no visible grid lines, retro SNES Genesis 16-bit pixel art, SHARP CRISP PIXEL EDGES WITH ABSOLUTELY NO ANTI-ALIASING NO SMOOTHING NO BLENDING, each pixel is a solid color with hard edges, consistent character across all 4 frames matching reference, solid magenta #FF00FF background fills all empty space in each cell, game sprite sheet asset, no text no watermarks",
  "input_image_path_1": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_front_idle_raw.png",
  "input_image_path_2": "/Users/probello/Repos/claude-office/frontend/public/sprites/agent1_coffee_sheet.png",
  "output_path": "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_coffee_sheet_raw.png",
  "model_tier": "pro",
  "aspect_ratio": "21:9",
  "negative_prompt": "blurry, 3D, realistic, anti-aliasing, anti-aliased edges, smoothing, blending, soft edges, gradients, shadows on background, inconsistent character, different characters, text, watermark, back view, sitting, grid lines, cell borders, padding between frames, gaps between cells"
}'

Step 4: Validate Each Generated Sheet

CRITICAL: After generating each sprite sheet:

  1. Copy to sprites folder: cp "/Users/probello/nanobanana-images/[FILENAME].png" \ "/Users/probello/Repos/claude-office/frontend/public/sprites/[NAME]_[TYPE]_sheet_raw.png"
  2. Verify dimensions match specifications: cd /Users/probello/Repos/claude-office/frontend/public/sprites # Check sheet dimensions magick "[NAME]_[TYPE]_sheet_raw.png" -format "Size: %wx%h" info: # Expected dimensions: # idle/walk sheets: 928x1152 # typing sheet: 928x144 (after cropping) or 928x1152 (full generation) # handoff/coffee sheets: 928x1152
  3. View using Read tool to verify:

- Character matches approved design - All frames are present and properly arranged - Animation progression looks correct - Magenta background is solid - NO visible grid lines or cell borders - NO padding/spacing between cells - SHARP pixel edges with NO anti-aliasing (zoom in to check) - For directional sheets (idle/walk): Verify direction order is correct: - Row 0: South (facing camera) - Row 1: South-West - Row 2: West (left profile) - Row 3: North-West - Row 4: North (back view) - Row 5: North-East - Row 6: East (right profile) - Row 7: South-East

  1. Check for common issues:

- If grid lines visible: Regenerate with stronger "no grid lines" emphasis - If wrong cell count: Regenerate with correct column/row specification - If inconsistent cell sizes: Regenerate with exact pixel dimensions in prompt - If edges look soft/blurry (anti-aliased): Regenerate with stronger "NO ANTI-ALIASING" emphasis - If directions are in wrong order: Regenerate with explicit "ROW 0 south, ROW 1 south-west..." sequence

  1. If issues found, regenerate that specific sheet

Step 5: Process All Sprite Sheets

Remove magenta backgrounds from all sheets using the improved multi-pass workflow:

cd /Users/probello/Repos/claude-office/frontend/public/sprites

# Process all sheets using the shared script
SCRIPT="/Users/probello/Repos/claude-office/.claude/skills/shared/scripts/remove_magenta.sh"

for sheet in [NAME]_idle_sheet [NAME]_walk_sheet [NAME]_typing_sheet [NAME]_handoff_sheet [NAME]_coffee_sheet; do
  INPUT="${sheet}_raw.png"
  OUTPUT="${sheet}.png"

  # Use multi-pass removal (--skip-trim preserves sprite sheet dimensions)
  "$SCRIPT" "$INPUT" "$OUTPUT" --skip-trim

  echo "Processed: $OUTPUT"
  magick "$OUTPUT" -format "  Size: %wx%h, Opaque: %[opaque]" info:
done

The multi-pass workflow:

  1. FFmpeg geq filter: Removes pixels where R≈B and G is low (purple/magenta hues)
  2. ImageMagick multi-pass: Catches remaining bright magenta shades
  3. ImageMagick dark purple cleanup: Removes dark edge pixels like rgb(32,0,31)

Also process the base character sprite:

INPUT="[NAME]_front_idle_raw.png"
OUTPUT="[NAME]_front_idle.png"

"$SCRIPT" "$INPUT" "$OUTPUT"

Fallback (if script unavailable):

magick "$INPUT" \
  -fuzz 40% -transparent "#FF00FF" \
  -fuzz 15% -transparent "#CC00CC" \
  -fuzz 15% -transparent "#880088" \
  -strip \
  "$OUTPUT"

Step 6: Final Verification

View each processed sprite sheet to confirm:

  • NO pink/magenta fringing around character edges (zoom in to check)
  • Clean transparency throughout
  • Character edges intact (not eroded by transparency removal)
  • All frames visible

If pink edges remain after processing:

  1. Try increasing fuzz value: -fuzz 45% or -fuzz 50% (but watch for character edge erosion above 50%)
  2. If that erodes character edges, reduce fuzz and manually check the raw image
  3. Raw images with anti-aliased edges against magenta will always have fringing issues - regenerate the raw image with stronger "NO ANTI-ALIASING" emphasis

Reference Sprite Sheets

The following Agent #1 sprite sheets serve as layout references:

SheetLocation
Idle/frontend/public/sprites/agent1_idle_sheet.png
Walking/frontend/public/sprites/agent1_walk_sheet.png
Typing/frontend/public/sprites/agent1_typing_sheet.png
Handoff/frontend/public/sprites/agent1_handoff_sheet.png
Coffee/frontend/public/sprites/agent1_coffee_sheet.png

Output Location

All sprites go to: /Users/probello/Repos/claude-office/frontend/public/sprites/

  • [name]_front_idle_raw.png - Original character design (keep as reference)
  • [name]_front_idle.png - Processed character design with transparency
  • [name]_[type]_sheet_raw.png - Raw sprite sheets (keep as backup)
  • [name]_[type]_sheet.png - Processed sprite sheets ready for game

Character Ideas

Example character descriptions for variety:

CharacterDescription
Agent 2Female developer with purple blouse, black pants, glasses, ponytail
Agent 3Male senior dev with gray sweater, khakis, beard, receding hairline
Agent 4Non-binary intern with green hoodie, jeans, colorful hair
Boss/ClaudeDistinguished figure with orange/tan color scheme (matches Claude branding)

Anti-Patterns & Common Issues

Grid Layout Issues (CRITICAL)

DO NOT:

  • Add visible grid lines or borders between cells
  • Add padding/margin/spacing between cells
  • Generate sheets with inconsistent cell sizes
  • Use wrong row/column counts (must be 8×8 for grid sheets, see specs above)
  • Include desk, chair, keyboard in typing sprites (they're separate game assets)

Common Generation Mistakes to Reject:

  • Grid lines visible between cells → regenerate with emphasis on "no grid lines"
  • Cells have varying sizes → regenerate with exact pixel dimensions
  • Empty/missing cells → regenerate with all cells filled
  • Character includes furniture → regenerate with "CHARACTER ONLY" emphasis

Anti-Aliasing Issues (CRITICAL)

DO NOT:

  • Accept sprites with soft/blurry edges
  • Accept sprites with color blending between pixels
  • Accept sprites with smooth gradients at edges

How to Detect Anti-Aliasing:

  • Zoom in on character edges - each pixel should be a single solid color
  • Look for "halo" or "fringe" colors around the character outline
  • Check if edges look smooth instead of jagged/stepped

Common Anti-Aliasing Mistakes to Reject:

  • Soft edges around character outline → regenerate with stronger "NO ANTI-ALIASING" emphasis
  • Color gradients at pixel boundaries → regenerate, emphasize "each pixel is a solid color"
  • Blurry/muddy appearance → regenerate with "SHARP CRISP PIXEL EDGES"

Workflow Anti-Patterns

DO NOT:

  • Skip the initial design approval - iterate until user is happy
  • Generate sprite sheets without both reference images
  • Skip validation of each generated sheet
  • Use flood-fill for background removal (use -transparent for sprite sheets)
  • Proceed with inconsistent character designs across sheets

DO:

  • Always get user approval on base design first
  • Use character reference + layout reference for each sheet
  • Validate each sheet after generation before proceeding
  • Keep raw images as backup
  • Process all sheets in batch after validation complete
  • Verify cell dimensions match specs after generation

平台分布

windsurf

29.16%
按下载量换算326

OpenCode

23.2%
按下载量换算259

Codex

18.08%
按下载量换算202

Claude Code

12.95%
按下载量换算145

Antigravity

7.91%
按下载量换算88

Gemini CLI

3.62%
按下载量换算40

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

调用外部服务

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

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