Token导航 LogoToken导航

Agent Skill · 研究检索

pixel-art-professional(像素艺术专业)

pixel-art-professional 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。

pixel-art-professional 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,权限为调用外部服务;许可证为 MIT,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 15,940。

总安装 7,497周安装 201GitHub Stars 152下载 2,286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:pixel-art-professional(像素艺术专业)
来源仓库:https://github.com/willibrandon/pixel-plugin
仓库路径:skills/pixel-art-professional
安装命令:
npx skills add https://github.com/willibrandon/pixel-plugin --skill 'Pixel Art Professional'
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/willibrandon/pixel-plugin --skill 'Pixel Art Professional'

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。

pixel-art-professional 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。它面向专业像素艺术创作,提供技法与市场参考资源。

可通过 npx skills add 命令从指定 GitHub 仓库安装,需结合原始 README 确认具体调用方式。安装前建议核实权限范围、维护状态,以及是否涉及联网、命令执行或文件读写操作。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/pixel-art-professional

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/willibrandon/pixel-plugin --skill 'Pixel Art P…;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

pixel-art-professional 怎么安装?

在终端执行 npx skills add https://github.com/willibrandon/pixel-plugin --skill 'Pixel Art Professiona…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

pixel-art-professional 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。

pixel-art-professional 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。

pixel-art-professional 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。

pixel-art-professional 用的人多吗?

公开数据是累计安装 7,497 次,近一周安装 201 次,下载 2,286 次,GitHub 152 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。

pixel-art-professional 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。
  • 需要处理研究检索类任务、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。

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
pixel-art-professional

像素艺术专业 · 本页

7,497152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

Pixel Art Professional

Overview

This Skill provides advanced pixel art techniques for refining and polishing sprites. It handles dithering patterns, palette optimization, color theory, shading techniques, and antialiasing for professional-quality pixel art.

When to Use

Use this Skill when the user:

  • Wants to apply "dithering" or mentions dither patterns
  • Asks about "palette optimization" or "color reduction"
  • Mentions "shading", "highlights", "shadows", or "lighting"
  • Requests "antialiasing", "smoothing", or "edge refinement"
  • Talks about "color ramps", "gradients", or "color theory"
  • Wants to "polish" or "refine" existing pixel art
  • Mentions specific techniques like "Bayer dithering" or "Floyd-Steinberg"

Trigger Keywords: dithering, palette, shading, antialiasing, smooth, gradient, color ramp, polish, refine, color theory, quantize

Instructions

1. Understanding Dithering

Dithering creates the illusion of additional colors by mixing pixels of available colors in patterns.

When to Use Dithering:

  • Reducing color count (e.g., 256 colors → 16 colors)
  • Creating smooth gradients with limited palettes
  • Simulating textures (fabric, metal, stone)
  • Retro aesthetic (classic games used dithering extensively)

Dithering Algorithms:

Ordered Dithering (Bayer Matrix):

  • Uses fixed pattern matrix (2x2, 4x4, 8x8)
  • Predictable, regular pattern
  • Best for: textures, backgrounds, retro look
  • Fast and consistent

Error Diffusion (Floyd-Steinberg):

  • Distributes color error to neighboring pixels
  • More organic, less regular pattern
  • Best for: gradients, natural images, smooth transitions
  • Slower but higher quality

Common Dithering Patterns:

  • Checkerboard: Simple 2-color alternating pattern
  • Bayer 2x2: Basic ordered dithering
  • Bayer 4x4: More subtle ordered dithering
  • Bayer 8x8: Very subtle, near-gradient appearance
  • Floyd-Steinberg: Error diffusion for smooth gradients

2. Palette Management

Color Quantization: Use mcp__aseprite__quantize_palette to reduce sprite colors intelligently:

  • Analyzes sprite colors
  • Finds optimal limited palette
  • Remaps pixels to new palette
  • Preserves visual quality

Palette Optimization Workflow:

  1. Get current sprite info and palette
  2. Decide target color count (4, 8, 16, 32, 64, 256)
  3. Apply quantization with optional dithering
  4. Review and adjust palette if needed

Common Palette Sizes:

  • 4 colors: Game Boy, ZX Spectrum per-sprite
  • 8 colors: CGA, early arcade
  • 16 colors: NES, Master System, early VGA
  • 32 colors: SNES per-background, Amiga OCS
  • 64 colors: Genesis, PC Engine
  • 256 colors: VGA, SNES full palette, Amiga AGA

Palette Theory:

  • Color Ramps: Gradual transitions from dark to light for shading
  • Hue Shifting: Changing hue slightly in shadows/highlights for vibrant look
  • Saturation: Higher saturation in midtones, lower in shadows/highlights
  • Contrast: Ensure sufficient contrast between key elements

3. Shading Techniques

Types of Shading:

Flat Shading (No Shading):

  • Single color per surface
  • Simple, iconic look
  • Best for: UI icons, simple sprites, minimalist style

Cell Shading (Hard Shading):

  • Distinct color bands with hard edges
  • 2-3 colors per surface (base, shadow, highlight)
  • Best for: cartoon style, bold graphics, readable sprites

Soft Shading (Dithered Shading):

  • Gradual transitions using dithering
  • Smooth appearance with limited colors
  • Best for: realistic look, smooth surfaces, gradients

Pixel Clusters:

  • Manual dithering with strategic pixel placement
  • Organic, hand-crafted appearance
  • Best for: metal, fabric textures, custom look

Shading Workflow:

  1. Identify light source direction
  2. Determine base color
  3. Create darker shade for shadows (hue shift toward blue/purple)
  4. Create lighter shade for highlights (hue shift toward yellow/white)
  5. Apply shadows on surfaces away from light
  6. Apply highlights on surfaces toward light
  7. Add reflected light in deep shadows (subtle)

Common Shading Mistakes:

  • Pure black shadows (use dark hue-shifted colors instead)
  • Pure white highlights (use light tinted colors instead)
  • No hue shifting (shadows/highlights same hue as base)
  • Pillow shading (shading around edges instead of from light source)

4. Antialiasing

Purpose: Smooth jagged edges and diagonal lines by adding intermediate colors.

When to Use Antialiasing:

  • Diagonal lines look jagged
  • Curves appear stepped
  • Edges need smoothing
  • Higher resolution sprites (64x64+)

When NOT to Use Antialiasing:

  • Very small sprites (16x16 or smaller)
  • Intentional pixelated aesthetic
  • High-contrast situations (AA reduces contrast)
  • Limited palette (need intermediate colors)

Manual Antialiasing Technique:

  1. Identify jagged edge
  2. Find intermediate color between edge and background
  3. Place intermediate pixels at edge "steps"
  4. Use 1-pixel wide AA (avoid thick fuzzy edges)
  5. AA selectively (not every edge needs it)

Automated Antialiasing:

  • Some tools offer automatic edge smoothing
  • Use with caution (can blur intended sharpness)
  • Manual AA gives better control

5. Color Theory for Pixel Art

HSV/HSB Model:

  • Hue: Color type (red, blue, green, etc.)
  • Saturation: Color intensity (vivid vs. gray)
  • Value/Brightness: Lightness (dark vs. light)

Creating Color Ramps:

  1. Start with base color (midtone)
  2. Create shadow: lower value, optionally shift hue toward cool (blue/purple)
  3. Create highlight: raise value, optionally shift hue toward warm (yellow/white)
  4. Create midtone between base and shadow
  5. Create midtone between base and highlight
  6. Result: 5-color ramp (deep shadow, shadow, base, highlight, bright highlight)

Hue Shifting:

  • Shadows: shift toward blue, purple, or complementary color
  • Highlights: shift toward yellow, orange, or light source color
  • Creates vibrant, lively colors instead of flat gradients

Contrast:

  • Ensure important elements have high value contrast
  • Background should contrast with foreground
  • Silhouette should be readable in solid black

Color Harmony:

  • Monochromatic: Variations of single hue
  • Analogous: Adjacent hues on color wheel
  • Complementary: Opposite hues on color wheel
  • Triadic: Three evenly spaced hues

6. Professional Workflows

Workflow 1: Palette Reduction with Dithering

User Request: "Reduce this sprite to 16 colors with dithering"

Approach:

  1. Get current sprite info
  2. Check current palette size
  3. Use mcp__aseprite__quantize_palette with:

- target_colors: 16 - algorithm: "median_cut" or "kmeans" - dither: true (enables Floyd-Steinberg dithering)

  1. Review result and adjust if needed

Workflow 2: Adding Shading to Flat Sprite

User Request: "Add shading to this sprite with light from top-left"

Option A - Automatic Shading (Quick):

  1. Use mcp__aseprite__apply_auto_shading with:

- light_direction: "top_left" - intensity: 0.3-0.7 (adjust to preference) - style: "smooth", "hard", or "pillow" - hue_shift: true (for vibrant results)

  1. Tool automatically detects regions and adds shading
  2. Review and manually refine if needed

Option B - Manual Shading (Precise):

  1. Analyze sprite structure
  2. Identify base colors
  3. Create shadow colors (darker, hue-shifted)
  4. Create highlight colors (lighter, hue-shifted)
  5. Update palette with new colors
  6. Draw shadows on bottom-right surfaces
  7. Draw highlights on top-left surfaces
  8. Add subtle reflected light in deep shadows

Workflow 3: Smoothing Jagged Edges

User Request: "Smooth out the edges on this character"

Approach:

  1. Identify jagged diagonal lines and curves
  2. Find edge color and background color
  3. Create intermediate colors (1-2 shades between)
  4. Place AA pixels at edge steps
  5. Review and refine (avoid over-smoothing)

Workflow 4: Converting to Retro Palette (Full Palette Conversion)

User Request: "Convert this to NES palette"

Approach:

  1. Use mcp__aseprite__quantize_palette with retro palette colors
  2. Specify target palette (e.g., 54 NES colors, 4 Game Boy colors, 16 C64 colors)
  3. Algorithm maps each pixel to nearest palette color
  4. Pixels are remapped to new palette indices
  5. Optionally apply dithering for smoother transitions
  6. Verify all colors match target palette

IMPORTANT: Use quantize_palette, NOT set_palette. The set_palette tool only replaces the color table without remapping pixel data, which will produce incorrect colors in indexed mode.

Example:

quantize_palette(
  sprite_path: "sprite.aseprite",
  target_colors: 54,  # NES full palette
  algorithm: "median_cut",
  convert_to_indexed: true,
  dither: false  # or true for Bayer dithering
)

7. Dithering Patterns Reference

2-Color Patterns:

Checkerboard (50% mix):

A B A B
B A B A
A B A B
B A B A

25% Pattern:

A A B A
A A A A
B A A A
A A A A

75% Pattern:

B B A B
B B B B
A B B B
B B B B

Bayer 2x2:

Threshold matrix:
0 2
3 1

If pixel value > threshold, use lighter color

Bayer 4x4:

 0  8  2 10
12  4 14  6
 3 11  1  9
15  7 13  5

Note: See dithering-patterns.md for comprehensive pattern library.

8. Technical Details

Quantization Parameters:

  • Target colors: 2-256
  • Dithering: optional, specify algorithm
  • Alpha handling: preserve transparency or flatten

Palette Constraints:

  • RGB mode: No palette constraints
  • Indexed mode: Max 256 colors
  • Grayscale: 256 shades of gray

Performance:

  • Quantization: ~100-500ms depending on sprite size
  • Dithering: ~200-800ms depending on algorithm and size
  • Manual pixel operations: <50ms per operation

9. Common Patterns

Pattern: Quick Polish For "make this look better" requests:

  1. Check palette (reduce if too many colors)
  2. Add basic shading (light source from top-left)
  3. Add selective antialiasing on curves
  4. Adjust contrast if needed

Pattern: Retro Conversion For "make this look retro" requests:

  1. Reduce to appropriate palette (4, 8, or 16 colors)
  2. Apply ordered dithering (Bayer)
  3. Remove antialiasing (make edges sharp)
  4. Ensure pixel-perfect alignment

Pattern: Smooth Gradient For "smooth out the colors" requests:

  1. Analyze color distribution
  2. Apply Floyd-Steinberg dithering
  3. Optional: slight quantization to clean up palette
  4. Verify smooth transitions

Integration with Other Skills

  • Start with pixel-art-creator for base sprite before polishing
  • Use pixel-art-animator for animation, then polish with this Skill
  • Hand off to pixel-art-exporter when refinement is complete

Error Handling

Quantization fails:

  • Target color count must be 2-256
  • Sprite must have content (not blank)

Dithering issues:

  • Requires sufficient color depth
  • May not work well with very limited palettes
  • Some algorithms better for certain content

Palette conflicts:

  • Indexed mode has strict limits
  • Converting to indexed may require quantization first

Success Indicators

You've successfully used this Skill when:

  • Dithering applied produces smooth gradients or textures
  • Palette reduced while preserving visual quality
  • Shading adds depth and dimension
  • Antialiasing smooths edges without blurring
  • Colors follow good color theory principles
  • Sprite has professional, polished appearance

平台分布

windsurf

40.36%
按下载量换算923

Cursor

25.12%
按下载量换算574

Codex

18.14%
按下载量换算415

Antigravity

7.46%
按下载量换算171

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

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。

继续浏览同类 Skills