/pixel-help
Show help for pixel art commands and skills
> /plugin marketplace add willibrandon/pixel-plugin > /plugin install pixel-plugin@pixel-plugin
How it fires
How this command gets triggered: by you, by Claude, or both.
- Fires itselfClaude auto-loads it when your prompt matches the work.
- You can call itInvoke it directly when you want it.
- Slash command
/pixel-help
Context preview
What this command does when you run it.
Show help for pixel art commands and skills
Command definition
pixel-help.mddescription: Show help for pixel art commands and skills
argument-hint: [command-name]
allowed-tools: Read, Bash
/pixel-help - Plugin Help
Display help information for the Aseprite Pixel Art Plugin.
Usage
/pixel-help [command-name]
Arguments
**command-name** (optional): Specific command or topic
- If not provided, shows general overview
- If provided, shows detailed help for that command/skill
Examples
/pixel-help
→ Shows general plugin overview and command list
/pixel-help pixel-new
→ Shows detailed help for /pixel-new command
/pixel-help palettes
→ Shows information about available palettes
/pixel-help export
→ Shows export formats and options
General Help Output
When called without arguments:
# Aseprite Pixel Art Plugin
Create, edit, and export pixel art using natural language or commands.
## Quick Start
1. Setup (first time only):
/pixel-setup
2. Create a sprite:
/pixel-new 64x64
or: "Create a 32x32 pixel art sprite"
3. Add content:
"Draw a red circle in the center"
"Add a walk cycle animation with 4 frames"
4. Export:
/pixel-export png sprite.png
## Commands
/pixel-new [size] [palette] - Create new sprite with presets
/pixel-palette <action> [args] - Manage color palettes
/pixel-export <format> [file] - Export sprite
/pixel-setup [path] - Configure plugin
/pixel-help [topic] - Show this help
## Skills (Natural Language)
The plugin responds to natural language requests:
- **Creation**: "Create a 64x64 sprite", "Make a new canvas"
- **Animation**: "Add 4 frames", "Create a walk cycle"
- **Advanced**: "Apply dithering", "Optimize palette to 16 colors"
- **Export**: "Export as GIF", "Create a spritesheet"
## Topics
/pixel-help palettes - Available color palettes
/pixel-help export - Export formats and options
/pixel-help animation - Animation features
/pixel-help shortcuts - Common workflows
## Examples
"Create a 32x32 Game Boy style sprite"
"Add a simple idle animation"
"Export as a horizontal spritesheet"
"Apply NES palette and dither"
## Documentation
See ~/.claude-plugins/pixel-plugin/ for full documentation.
Topic-Specific Help
**For command names** (pixel-new, pixel-palette, etc.): 1. Read corresponding command file from `commands/` 2. Extract usage, examples, and options 3. Display in readable format
**For "palettes" topic:**
# Color Palettes
## Retro Console Palettes
NES (54 colors) - Nintendo Entertainment System
Game Boy (4 colors) - Original Game Boy green palette
Game Boy Gray (4) - Grayscale Game Boy Pocket
C64 (16 colors) - Commodore 64
CGA (4 colors) - IBM CGA
SNES (256 colors) - Super Nintendo
## Modern Palettes
PICO-8 (16 colors) - Fantasy console palette
Sweetie 16 - Popular 16-color palette by GrafxKid
DB16 - DawnBringer's 16-color palette
DB32 - DawnBringer's 32-color palette
## Usage
/pixel-palette set nes
/pixel-palette set gameboy
/pixel-new 64x64 pico8
## Custom Palettes
/pixel-palette set custom #000000,#ffffff,#ff0000,#00ff00
See /pixel-help pixel-palette for more details.
**For "export" topic:**
# Export Formats
## Formats
PNG - Single frame or current frame
GIF - Animated GIF with all frames
Sheet - Spritesheet (multiple layouts)
JSON - Metadata for game engines
## Layouts (Spritesheet)
horizontal - All frames in a row
vertical - All frames in a column
grid - Optimal grid layout
packed - Space-optimized layout
## Scaling
scale=1 - Original size (1x)
scale=2 - 2x size (pixel-perfect)
scale=4 - 4x size
scale=8 - 8x size
## Examples
/pixel-export png sprite.png scale=4
/pixel-export gif animation.gif fps=12
/pixel-export sheet spritesheet.png layout=grid
/pixel-export json sprite.json format=unity
See /pixel-help pixel-export for more details.
**For "animation" topic:**
# Animation Features
## Natural Language
"Add 4 frames for a walk cycle"
"Create an idle animation with 2 frames"
"Set frame duration to 100ms"
"Create animation tag 'walk' for frames 1-4"
## Frame Management
- Add frames
- Delete frames
- Duplicate frames
- Set frame duration (timing)
## Animation Tags
Tags organize frames into named sequences:
- "idle" (frames 1-2)
- "walk" (frames 3-6)
- "jump" (frames 7-10)
## Linked Cels
Share image data across frames for efficiency:
- Static background layers
- Repeated frames
- Memory optimization
## Common Animations
Idle (2-4 frames) - Subtle breathing/bobbing
Walk (4-8 frames) - Left-right foot alternation
Run (6-8 frames) - Faster, exaggerated walk
Jump (4-6 frames) - Crouch, ascend, peak, descend, land
Attack (3-6 frames) - Windup, strike, recovery
See pixel-art-animator skill documentation for details.
**For "shortcuts" topic:**
# Common Workflows
## Quick Sprite Creation
/pixel-new icon gameboy
→ Creates 32x32 sprite with Game Boy palette
## Retro Game Sprite
1. /pixel-new 64x64 nes
2. "Draw a character"
3. "Add a 4-frame walk cycle"
4. /pixel-export sheet spritesheet.png layout=horizontal
## Modern Pixel Art
1. /pixel-new large
2. "Draw detailed portrait"
3. "Apply soft shading from top-left"
4. /pixel-export png portrait.png scale=2
## Optimize Existing Sprite
1. "Open sprite.png"
2. /pixel-palette optimize 16
3. "Apply Floyd-Steinberg dithering"
4. /pixel-export png optimized.png
## Animated GIF
1. /pixel-new 64x64
2. "Create 8-frame run cycle"
3. "Set all frames to 80ms duration"
4. /pixel-export gif running.gif fps=12
## Game Engine Export
1. Create and animate sprite
2. /pixel-export json sprite.json format=unity
3. Import sprite.png and sprite.json into Unity
Implementation
Parse $ARGUMENTS:
**If no arguments:** 1. Display general help (command list, quick start, examples) 2. Show all available commands 3. List
Read more
description: Show help for pixel art commands and skills argument-hint: [command-name] allowed-tools: Read, Bash
/pixel-help - Plugin Help
Display help information for the Aseprite Pixel Art Plugin.
Usage
/pixel-help [command-name]
Arguments
**command-name** (optional): Specific command or topic
- If not provided, shows general overview
- If provided, shows detailed help for that command/skill
Examples
/pixel-help → Shows general plugin overview and command list /pixel-help pixel-new → Shows detailed help for /pixel-new command /pixel-help palettes → Shows information about available palettes /pixel-help export → Shows export formats and options
General Help Output
When called without arguments:
# Aseprite Pixel Art Plugin Create, edit, and export pixel art using natural language or commands. ## Quick Start 1. Setup (first time only): /pixel-setup 2. Create a sprite: /pixel-new 64x64 or: "Create a 32x32 pixel art sprite" 3. Add content: "Draw a red circle in the center" "Add a walk cycle animation with 4 frames" 4. Export: /pixel-export png sprite.png ## Commands /pixel-new [size] [palette] - Create new sprite with presets /pixel-palette <action> [args] - Manage color palettes /pixel-export <format> [file] - Export sprite /pixel-setup [path] - Configure plugin /pixel-help [topic] - Show this help ## Skills (Natural Language) The plugin responds to natural language requests: - **Creation**: "Create a 64x64 sprite", "Make a new canvas" - **Animation**: "Add 4 frames", "Create a walk cycle" - **Advanced**: "Apply dithering", "Optimize palette to 16 colors" - **Export**: "Export as GIF", "Create a spritesheet" ## Topics /pixel-help palettes - Available color palettes /pixel-help export - Export formats and options /pixel-help animation - Animation features /pixel-help shortcuts - Common workflows ## Examples "Create a 32x32 Game Boy style sprite" "Add a simple idle animation" "Export as a horizontal spritesheet" "Apply NES palette and dither" ## Documentation See ~/.claude-plugins/pixel-plugin/ for full documentation.
Topic-Specific Help
**For command names** (pixel-new, pixel-palette, etc.): 1. Read corresponding command file from `commands/` 2. Extract usage, examples, and options 3. Display in readable format
**For "palettes" topic:**
# Color Palettes ## Retro Console Palettes NES (54 colors) - Nintendo Entertainment System Game Boy (4 colors) - Original Game Boy green palette Game Boy Gray (4) - Grayscale Game Boy Pocket C64 (16 colors) - Commodore 64 CGA (4 colors) - IBM CGA SNES (256 colors) - Super Nintendo ## Modern Palettes PICO-8 (16 colors) - Fantasy console palette Sweetie 16 - Popular 16-color palette by GrafxKid DB16 - DawnBringer's 16-color palette DB32 - DawnBringer's 32-color palette ## Usage /pixel-palette set nes /pixel-palette set gameboy /pixel-new 64x64 pico8 ## Custom Palettes /pixel-palette set custom #000000,#ffffff,#ff0000,#00ff00 See /pixel-help pixel-palette for more details.
**For "export" topic:**
# Export Formats ## Formats PNG - Single frame or current frame GIF - Animated GIF with all frames Sheet - Spritesheet (multiple layouts) JSON - Metadata for game engines ## Layouts (Spritesheet) horizontal - All frames in a row vertical - All frames in a column grid - Optimal grid layout packed - Space-optimized layout ## Scaling scale=1 - Original size (1x) scale=2 - 2x size (pixel-perfect) scale=4 - 4x size scale=8 - 8x size ## Examples /pixel-export png sprite.png scale=4 /pixel-export gif animation.gif fps=12 /pixel-export sheet spritesheet.png layout=grid /pixel-export json sprite.json format=unity See /pixel-help pixel-export for more details.
**For "animation" topic:**
# Animation Features ## Natural Language "Add 4 frames for a walk cycle" "Create an idle animation with 2 frames" "Set frame duration to 100ms" "Create animation tag 'walk' for frames 1-4" ## Frame Management - Add frames - Delete frames - Duplicate frames - Set frame duration (timing) ## Animation Tags Tags organize frames into named sequences: - "idle" (frames 1-2) - "walk" (frames 3-6) - "jump" (frames 7-10) ## Linked Cels Share image data across frames for efficiency: - Static background layers - Repeated frames - Memory optimization ## Common Animations Idle (2-4 frames) - Subtle breathing/bobbing Walk (4-8 frames) - Left-right foot alternation Run (6-8 frames) - Faster, exaggerated walk Jump (4-6 frames) - Crouch, ascend, peak, descend, land Attack (3-6 frames) - Windup, strike, recovery See pixel-art-animator skill documentation for details.
**For "shortcuts" topic:**
# Common Workflows ## Quick Sprite Creation /pixel-new icon gameboy → Creates 32x32 sprite with Game Boy palette ## Retro Game Sprite 1. /pixel-new 64x64 nes 2. "Draw a character" 3. "Add a 4-frame walk cycle" 4. /pixel-export sheet spritesheet.png layout=horizontal ## Modern Pixel Art 1. /pixel-new large 2. "Draw detailed portrait" 3. "Apply soft shading from top-left" 4. /pixel-export png portrait.png scale=2 ## Optimize Existing Sprite 1. "Open sprite.png" 2. /pixel-palette optimize 16 3. "Apply Floyd-Steinberg dithering" 4. /pixel-export png optimized.png ## Animated GIF 1. /pixel-new 64x64 2. "Create 8-frame run cycle" 3. "Set all frames to 80ms duration" 4. /pixel-export gif running.gif fps=12 ## Game Engine Export 1. Create and animate sprite 2. /pixel-export json sprite.json format=unity 3. Import sprite.png and sprite.json into Unity
Implementation
Parse $ARGUMENTS:
**If no arguments:** 1. Display general help (command list, quick start, examples) 2. Show all available commands 3. List
Create, animate, and export pixel art using Aseprite through natural language and commands in Claude Code. Powered by pixel-mcp - a Model Context Protocol server for Aseprite.
Other commands on pixel-plugin.
- /pixel-export
Export sprite to PNG, GIF, or spritesheet with optional scaling
Open command - /pixel-new
Create a new pixel art sprite with optional size and palette presets
Open command - /pixel-palette
Manage sprite palettes - set, optimize, or load preset palettes
Open command - /pixel-setup
Configure pixel-mcp server and verify Aseprite installation
Open command

