pixel-art
2D Game Assets
Requires the
vgCLI (npm install -g vibedgames, orpnpm dogfoodin this repo). The vibedgames server holds the API key; no per-machine setup.
Full pipeline for 2D pixel art game assets: character → sprite sheets → background removal → game background. Each recipe is independently invokable, run just the part you need.
Always use --json so output is machine-readable. Use --download to save files locally. Do not curl URLs manually, use the --download flag.
These recipes are the fast path — 4-frame 2×2 image sheets, great for a quick playable or near-static pose. For polished animation (attack arcs, walk/run cycles, hurt, death) use the
animated-spritesheetsskill: it generates one labeled pose-board image per action, slices it, and packs an engine-loadablespritesheet.png+ manifest in one command, holding the character's identity consistent across the whole animation.
Craft rule (all paths): no baked shadows in the sprite. Prompt against cast/contact/ground shadows, base ellipses, and floor lines — the engine adds shadows at render time, and a baked-in shadow fights the engine's.
Ship pixel art as PNG or lossless WebP, never lossy. Lossy WebP makes flat-colour sheets 51–85% bigger than the PNG and smears the pixel grid.
Craft rule: the uniform-pixel-grid rule applies to sprites and tiles only. FX, weather particles, and swung weapons may scale, rotate, and move sub-pixel — mixed pixel sizes on those layers read smoother, not wrong (every good pixel-art game cheats here). Don't pixel-snap particle/FX layers or force effects onto the sprite grid.
Convention: keep prompt + model per sequence in a *-sources.json next to the assets (e.g. combat-fx-sources.json), so any sheet can be regenerated without the session that made it.