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Agent Skill · 研究检索

game-assets(游戏资产)

game-assets 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

game-assets 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描有提醒项,按安装量在研究检索类的 73,675 个 Skill 里排第 12,359。

总安装 10,349周安装 440GitHub Stars 109下载 3,626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
unknown

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:game-assets(游戏资产)
来源仓库:https://github.com/opusgamelabs/game-creator
仓库路径:skills/game-assets
安装命令:
npx skills add https://github.com/opusgamelabs/game-creator --skill game-assets
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。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/opusgamelabs/game-creator --skill game-assets

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于查找、检索和筛选相关信息,支持基于关键词快速定位候选结果。适用于在游戏开发中获取各类资产(如模型、音效、UI)相关资源或文档时。安装方式:GitHub 仓库,命令为 npx skills add opusgamelabs/game-creator --skill game-assets。

使用前建议核对原始 README 以确认具体功能和使用方法。注意权限范围和维护状态,避免触发联网、命令执行或文件读写操作。

来源仓库内路径:skills/game-assets

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/opusgamelabs/game-creator --skill game-assets;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

    它需要需要联网,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

game-assets 怎么安装?

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

game-assets 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。

game-assets 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

game-assets 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

game-assets 用的人多吗?

公开数据是累计安装 10,349 次,近一周安装 440 次,下载 3,626 次,GitHub 109 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。

game-assets 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

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。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-assets

游戏资产 · 本页

10,349109需要联网未明确有提醒

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

Game Asset Engineer (Pixel Art + Asset Pipeline)

You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • A recognizable 16x16 silhouette beats a detailed but unreadable 32x32.

Reference Files

For detailed reference, see companion files in this directory:

  • sprite-catalog.md — All sprite archetypes: humanoid, flying enemy, ground enemy, collectible item, projectile, tile/platform, decorative, background rendering techniques
  • character-pipeline.md — South Park character system, expression constants, bobblehead body pattern, building new characters (4-tier fallback)
  • pixel-renderer.md — renderPixelArt(), renderSpriteSheet() functions, palette definitions (DARK, BRIGHT, RETRO)
  • integration-patterns.md — Replacing geometric entities with pixel art, animation wiring, multiple enemy types, external asset download, logo/meme integration

Philosophy

Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight: pixel art IS code. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime.

Asset Tiers

TierUse forSource
South Park characters (default for personalities)Named people / CEO charactersCharacter library at assets/characters/ (relative to plugin root) — photo heads composited onto cartoon bodies with expression spritesheets
Real images (logos, photos)Company logos, brand marks when game features a named companyDownload to public/assets/ with pixel art fallback
Meme/reference imagesSource tweet image_url — embed as background, splash, or texture when it enhances thematic identityDownload to public/assets/
Pixel art (fallback)Non-personality characters, items, game objects, enemiesCode-only 2D arrays rendered at runtime

South Park characters are the default for named personalities (Altman, Amodei, Musk, Zuckerberg, Nadella, Pichai, Huang, Karpathy, Trump, Biden, Obama). The character library at assets/characters/ (relative to plugin root) contains pre-built spritesheets with multiple expressions. Each spritesheet has frames for: normal (0), happy (1), angry (2), surprised (3). Games load these as Phaser spritesheets and wire expression changes to game events.

Pixel art is the fallback for personality characters not yet in the library and the default for non-personality entities (enemies, items, game objects).

Real logos are preferred for brand identity. When a game features OpenAI, Anthropic, Google, etc., download their logo and use it.

Meme images from the source tweet (image_url in thread.json) should be downloaded and incorporated when they enhance visual identity.

All tiers share the same fallback pattern: if an external asset fails to load, fall back to pixel art.

South Park Character System

See character-pipeline.md for the full South Park character system: character library structure, expression constants, expression wiring pattern, bobblehead body pattern, and building new characters (4-tier fallback from full expression build to generative pixel art).

Pixel Art Rendering System

See pixel-renderer.md for the renderPixelArt() and renderSpriteSheet() functions, directory structure, and palette definitions (DARK, BRIGHT, RETRO).

Integration Pattern

See integration-patterns.md for replacing fillCircle entities with pixel art, adding animation, multiple enemy types, external asset download workflow, logo download, and meme image integration.

Sprite Design Rules

When creating pixel art sprites, follow these rules:

1. Silhouette First

Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything:

  • Bat: Wide horizontal wings, tiny body
  • Zombie: Hunched, arms extended forward
  • Skeleton: Thin, angular, visible gaps between bones
  • Ghost: Wispy bottom edge, floaty posture
  • Warrior: Square shoulders, weapon at side

Readability at game scale: Test your sprite at the actual rendered size (grid * scale). A 12x14 sprite at 3x scale is only 36x42 pixels on screen — fine detail is lost. For items and collectibles below 16x16 grid, use bold geometric silhouettes (diamond, star, circle) rather than trying to draw realistic objects. Use a 2px outline (palette index 1) on all edges for small sprites to ensure they pop against any background. Hostile entities (skulls, bombs) should have a fundamentally different silhouette from collectibles (gems, coins) — size, shape, or aspect ratio should differ so players can distinguish them instantly even in peripheral vision.

2. Two-Tone Minimum

Every sprite needs at least:

  • Outline color (palette index 1) — darkest, defines the shape
  • Fill color — the character's primary color
  • Highlight — a lighter spot for dimensionality (usually top-left)

3. Eyes Tell the Story

At 16x16, eyes are often just 1-2 pixels. Make them high-contrast:

  • Red eyes (index 3) = hostile enemy
  • White eyes (index 8) = neutral/friendly
  • Glowing eyes = magic/supernatural

4. Animation Minimalism

At small scales, subtle changes read as smooth motion:

  • Walk: Shift legs 1-2px per frame, 2-4 frames total
  • Fly: Wings up/down, 2 frames
  • Idle: Optional 1px bob (use Phaser tween instead of extra frame)
  • Attack: Not needed at 16x16 — use screen effects (flash, shake) instead
  • Never rotate small pixel sprites — rotation on sprites below 24x24 destroys the pixel grid and makes them look like blurry circles. Use vertical bobbing, scale pulses, or frame-based animation instead. Rotation only works well on sprites 32x32+.

5. Palette Discipline

  • Every sprite in the game shares the same palette
  • Differentiate enemies by which palette colors they use, not by adding new colors
  • Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3)

6. Scale Appropriately

Entity SizeGridScaleRenderedScreen % (540px)
Tiny (pickups, projectiles)8x8324x24px4%
Small (items, collectibles)12x12336x36px7%
Medium (enemies, obstacles)16x16348x48px9%
Large (boss, vehicle)24x24 or 32x32372-96px13-18%
Personality (named character)32x484128x192px35%

Character-driven games (games starring named characters, personalities, or mascots): Use the Personality archetype. The main character should dominate the screen (~35% of canvas height). Use caricature proportions — large head (60%+ of sprite height) with exaggerated features, compact body — for maximum personality at any scale. Adjust PLAYER.WIDTH and PLAYER.HEIGHT in Constants.js to match.

When replacing geometric shapes with pixel art, match the rendered sprite size to the entity's WIDTH/HEIGHT in Constants.js. If the Constants values are too small for the art style, increase them — the sprite and the physics body should agree.

Process

When invoked, follow this process:

Step 1: Audit the game

  • Read package.json to identify the engine
  • Read src/core/Constants.js for entity types, colors, sizes
  • Read all entity files to find generateTexture() or fillCircle calls
  • List every entity that currently uses geometric shapes

Step 2: Plan the sprites and backgrounds

Present a table of planned sprites:

EntityTypeGridFramesDescription
PlayerHumanoid16x164 (idle + walk)Cloaked warrior with golden hair
BatFlying16x162 (wings up/down)Purple bat with red eyes
ZombieGround16x162 (shamble)Green-skinned, arms forward
XP GemItem8x81 (static + bob tween)Golden diamond
GroundTile16x163 variantsDark earth with speckle variations
GravestoneDecoration8x121Stone marker with cross
BonesDecoration8x61Scattered bone pile

Choose the appropriate palette for the game's theme.

Step 3: Implement

  1. Create src/core/PixelRenderer.js with renderPixelArt() and renderSpriteSheet()
  2. Create src/sprites/palette.js with the chosen palette
  3. Create sprite data files in src/sprites/ — one per entity category
  4. Create src/sprites/tiles.js with background tile variants and decorative elements
  5. Update entity constructors to use renderPixelArt() / renderSpriteSheet() instead of fillCircle() + generateTexture()
  6. Create or update the background system to tile pixel art ground and scatter decorations
  7. Add animations where appropriate (walk cycles, wing flaps)
  8. Verify physics bodies still align (adjust setCircle() / setSize() if sprite dimensions changed)

Step 4: Verify

  • Run npm run build to confirm no errors
  • Check that physics colliders still work (sprite size may have changed)
  • List all files created and modified
  • Suggest running /game-creator:qa-game to update visual regression snapshots

Checklist

When adding pixel art to a game, verify:

  • PixelRenderer.js created in src/core/
  • Palette defined in src/sprites/palette.js — matches game's theme
  • All entities use renderPixelArt() or renderSpriteSheet() — no raw fillCircle() left
  • Palette index 0 is transparent in every palette
  • No inline hex colors in sprite matrices — all colors come from palette
  • Physics bodies adjusted for new sprite dimensions
  • Animations created for entities with multiple frames
  • Static entities (items, pickups) use Phaser bob tweens for life
  • Background uses tiled pixel art — not flat solid color or Graphics grid lines
  • 2-3 ground tile variants for visual variety
  • Decorative elements scattered at low alpha (gravestones, bones, props)
  • Background depth set below entities (depth -10 for tiles, -5 for decorations)
  • Build succeeds with no errors
  • Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)

平台分布

Codex

37.26%
按下载量换算1,351

Claude

25.69%
按下载量换算932

Cursor

18.2%
按下载量换算660

Gemini CLI

9.24%
按下载量换算335

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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