/pixel-art-exporter
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture
$ npx -y skills add willibrandon/pixel-plugin --skill pixel-art-exporter --agent claude-codeHow it fires
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- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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- Slash command
/pixel-art-exporter
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Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture
SKILL.md
pixel-art-exporter.SKILL.mdname: Pixel Art Exporter
description: Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").
allowed-tools: Read, Bash, mcp__aseprite__export_png, mcp__aseprite__export_gif, mcp__aseprite__export_spritesheet, mcp__aseprite__get_sprite_infoPixel Art Exporter
Overview
The Pixel Art Exporter Skill enables exporting pixel art sprites from Aseprite to various formats optimized for different use cases. This includes single images (PNG), animated GIFs, spritesheets, and JSON metadata for game engines.
**Core Capabilities:**
- Export single frames or entire animations as PNG images
- Generate animated GIFs with customizable timing and looping
- Create spritesheets in multiple layouts (horizontal, vertical, grid, packed)
- Generate JSON metadata for game engines (Unity, Godot, Phaser, generic)
- Scale exports with pixel-perfect upscaling (1x, 2x, 4x, etc.)
- Handle transparency, background colors, and frame-specific exports
**Export Formats Supported:**
- **PNG**: Single images or frame sequences with transparency
- **GIF**: Animated GIFs with frame timing and loop control
- **Spritesheet**: Texture atlases with various packing algorithms
- **JSON**: Frame metadata, animation tags, layer information
This Skill works with the pixel-mcp server tools to produce production-ready assets for web, games, and applications.
When to Use
Invoke this Skill when the user:
- **Wants to export or save**: "export this sprite", "save as PNG", "generate a spritesheet"
- **Mentions file formats**: "PNG", "GIF", "spritesheet", "sprite sheet", "texture atlas", "JSON"
- **Prepares for game engines**: "export for Unity", "Godot spritesheet", "Phaser animation"
- **Needs specific outputs**: "export just frame 3", "create a tileset", "save each layer separately"
- **Requests scaling**: "export at 2x size", "scale up 4x", "upscale for retina displays"
- **Wants animation exports**: "make this into a GIF", "export the animation", "save all frames"
- **Needs metadata**: "include JSON data", "export with coordinates", "frame information"
**Example Triggers:**
- "Can you export this character sprite as a PNG?"
- "I need a spritesheet for my game engine"
- "Save this animation as an animated GIF"
- "Export at 4x scale for high-resolution displays"
- "Generate a texture atlas with JSON metadata"
- "Export just the 'run' animation tag"
Instructions
1. Exporting Single Images (PNG)
**For static sprites or single frames:**
1. **Get Sprite Information First**
Use mcp__aseprite__get_sprite_info to understand:
- Current dimensions
- Number of frames
- Available layers
- Color mode and transparency settings
2. **Export PNG with Transparency**
Use mcp__aseprite__export_png:
- file_path: Absolute path (e.g., "/path/to/output/sprite.png")
- frame_number: Specific frame (0-indexed) or omit for current frame
- layer: Specific layer name or omit for merged output
- scale: Scaling factor (1, 2, 4, etc.) - default is 1
3. **Export Options**
- **Transparent background**: Default behavior, preserves alpha channel
- **Specific background**: Use layer visibility or flatten before export
- **Single frame from animation**: Specify frame_number parameter
- **Specific layer only**: Provide layer name to export just that layer
**Example Workflow:**
1. Get sprite info to verify dimensions and frame count
2. Export PNG: mcp__aseprite__export_png with desired frame and scale
3. Confirm file creation and report dimensions to user
2. Exporting Animated GIFs
**For animations intended for web or presentations:**
1. **Verify Animation Setup**
Use mcp__aseprite__get_sprite_info to check:
- Frame count (needs 2+ frames)
- Frame durations (timing information)
- Animation tags (if specific tag requested)
- Sprite dimensions
2. **Export GIF**
Use mcp__aseprite__export_gif:
- file_path: Output path (e.g., "/path/to/animation.gif")
- animation_tag: Optional - specific tag name to export
- loop: true (infinite loop) or false (play once)
- scale: Upscaling factor if needed
3. **GIF Optimization Considerations**
- GIF format has 256-color limit - ensure palette is optimized
- Frame timing is preserved from Aseprite frame durations
- Transparency is supported but may have edge artifacts
- File size increases with dimensions and frame count
**Example Workflow:**
1. Verify sprite has multiple frames
2. Export GIF with appropriate loop setting
3. Report file size and frame count to user
4. Suggest optimization if file is large (>1MB)
3. Creating Spritesheets
**For game engines and texture atlases:**
1. **Understand Layout Requirements**
**Layout Types:**
- **Horizontal**: All frames in a single row (good for scrolling animations)
- **Vertical**: All frames in a single column (good for CSS animations)
- **Grid**: Frames arranged in rows and columns (balanced dimensions)
- **Packed**: Optimized packing to minimize texture size (engine-specific)
2. **Export Spritesheet**
Use mcp__aseprite__export_spritesheet:
- file_path: Output PNG path (e.g., "/path/to/spritesheet.png")
- layout: "horizontal", "vertical", "grid", or "packed"
- animation_tag: Optional - export specific animation only
Read more
name: Pixel Art Exporter
description: Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").
allowed-tools: Read, Bash, mcp__aseprite__export_png, mcp__aseprite__export_gif, mcp__aseprite__export_spritesheet, mcp__aseprite__get_sprite_infoPixel Art Exporter
Overview
The Pixel Art Exporter Skill enables exporting pixel art sprites from Aseprite to various formats optimized for different use cases. This includes single images (PNG), animated GIFs, spritesheets, and JSON metadata for game engines.
**Core Capabilities:**
- Export single frames or entire animations as PNG images
- Generate animated GIFs with customizable timing and looping
- Create spritesheets in multiple layouts (horizontal, vertical, grid, packed)
- Generate JSON metadata for game engines (Unity, Godot, Phaser, generic)
- Scale exports with pixel-perfect upscaling (1x, 2x, 4x, etc.)
- Handle transparency, background colors, and frame-specific exports
**Export Formats Supported:**
- **PNG**: Single images or frame sequences with transparency
- **GIF**: Animated GIFs with frame timing and loop control
- **Spritesheet**: Texture atlases with various packing algorithms
- **JSON**: Frame metadata, animation tags, layer information
This Skill works with the pixel-mcp server tools to produce production-ready assets for web, games, and applications.
When to Use
Invoke this Skill when the user:
- **Wants to export or save**: "export this sprite", "save as PNG", "generate a spritesheet"
- **Mentions file formats**: "PNG", "GIF", "spritesheet", "sprite sheet", "texture atlas", "JSON"
- **Prepares for game engines**: "export for Unity", "Godot spritesheet", "Phaser animation"
- **Needs specific outputs**: "export just frame 3", "create a tileset", "save each layer separately"
- **Requests scaling**: "export at 2x size", "scale up 4x", "upscale for retina displays"
- **Wants animation exports**: "make this into a GIF", "export the animation", "save all frames"
- **Needs metadata**: "include JSON data", "export with coordinates", "frame information"
**Example Triggers:**
- "Can you export this character sprite as a PNG?"
- "I need a spritesheet for my game engine"
- "Save this animation as an animated GIF"
- "Export at 4x scale for high-resolution displays"
- "Generate a texture atlas with JSON metadata"
- "Export just the 'run' animation tag"
Instructions
1. Exporting Single Images (PNG)
**For static sprites or single frames:**
1. **Get Sprite Information First**
Use mcp__aseprite__get_sprite_info to understand: - Current dimensions - Number of frames - Available layers - Color mode and transparency settings
2. **Export PNG with Transparency**
Use mcp__aseprite__export_png: - file_path: Absolute path (e.g., "/path/to/output/sprite.png") - frame_number: Specific frame (0-indexed) or omit for current frame - layer: Specific layer name or omit for merged output - scale: Scaling factor (1, 2, 4, etc.) - default is 1
3. **Export Options**
- **Transparent background**: Default behavior, preserves alpha channel
- **Specific background**: Use layer visibility or flatten before export
- **Single frame from animation**: Specify frame_number parameter
- **Specific layer only**: Provide layer name to export just that layer
**Example Workflow:**
1. Get sprite info to verify dimensions and frame count 2. Export PNG: mcp__aseprite__export_png with desired frame and scale 3. Confirm file creation and report dimensions to user
2. Exporting Animated GIFs
**For animations intended for web or presentations:**
1. **Verify Animation Setup**
Use mcp__aseprite__get_sprite_info to check: - Frame count (needs 2+ frames) - Frame durations (timing information) - Animation tags (if specific tag requested) - Sprite dimensions
2. **Export GIF**
Use mcp__aseprite__export_gif: - file_path: Output path (e.g., "/path/to/animation.gif") - animation_tag: Optional - specific tag name to export - loop: true (infinite loop) or false (play once) - scale: Upscaling factor if needed
3. **GIF Optimization Considerations**
- GIF format has 256-color limit - ensure palette is optimized
- Frame timing is preserved from Aseprite frame durations
- Transparency is supported but may have edge artifacts
- File size increases with dimensions and frame count
**Example Workflow:**
1. Verify sprite has multiple frames 2. Export GIF with appropriate loop setting 3. Report file size and frame count to user 4. Suggest optimization if file is large (>1MB)
3. Creating Spritesheets
**For game engines and texture atlases:**
1. **Understand Layout Requirements**
**Layout Types:**
- **Horizontal**: All frames in a single row (good for scrolling animations)
- **Vertical**: All frames in a single column (good for CSS animations)
- **Grid**: Frames arranged in rows and columns (balanced dimensions)
- **Packed**: Optimized packing to minimize texture size (engine-specific)
2. **Export Spritesheet**
Use mcp__aseprite__export_spritesheet: - file_path: Output PNG path (e.g., "/path/to/spritesheet.png") - layout: "horizontal", "vertical", "grid", or "packed" - animation_tag: Optional - export specific animation only
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 skills on pixel-plugin.
- /pixel-art-animator
Create and manage sprite animations with multiple frames, animation tags, frame durations, and linked cels. Use when the user wants to animate a sprite, add animation, create movement, make it move, mentions "animation", "animated", "frames", "keyframes", "frame rate", "FPS",
Open skill - /pixel-art-creator
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite, draw pixel art, make a new canvas, start a new image, begin a new project, or mentions pixel dimensions like "64x64",
Open skill - /pixel-art-professional
Apply advanced pixel art techniques including dithering, palette optimization, shading, antialiasing, and color theory. Use when the user mentions "dithering", "dither", "Bayer", "Floyd-Steinberg", "palette", "colors", "reduce colors", "optimize palette", "color limit",
Open skill

