name: Pixel Art Creator
description: 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", "32x32 sprite", "128 by 128", "16 pixel icon". Trigger on: "create", "new", "make", "draw", "sprite", "canvas", "image", "icon", "tile", "character", "background", dimensions (WxH), "from scratch", "blank canvas", "empty sprite", "Game Boy", "NES", "retro", color mode mentions ("RGB", "indexed", "grayscale"). Also use for drawing basic shapes like "circle", "rectangle", "line", "pixel", "fill", "outline".
allowed-tools: Read, Bash, mcp__aseprite__create_canvas, mcp__aseprite__add_layer, mcp__aseprite__delete_layer, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle, mcp__aseprite__draw_contour, mcp__aseprite__fill_area, mcp__aseprite__set_palette, mcp__aseprite__get_palette
Pixel Art Creator
Overview
This Skill enables creation of new pixel art sprites with full control over canvas properties, layers, and basic drawing operations. It's the foundational Skill for all pixel art workflows.
When to Use
Use this Skill when the user:
- Wants to "create a sprite" or "make pixel art"
- Mentions sprite dimensions (e.g., "64x64", "32 by 32", "128 pixels wide")
- Asks to "draw" basic shapes (pixels, lines, rectangles, circles)
- Needs to set up a canvas or layers
- Mentions color modes (RGB, Grayscale, Indexed)
Trigger Keywords: create, sprite, canvas, draw, pixel art, dimensions, layer, new sprite
Instructions
1. Creating a Canvas
When the user requests a sprite, create the canvas first:
Color Modes:
- RGB: Full color (24-bit), best for modern pixel art
- Grayscale: Shades of gray only, for monochrome art
- Indexed: Limited palette (1-256 colors), for retro game art
Recommended Sizes:
- Icons: 16x16, 24x24, 32x32
- Characters: 32x32, 48x48, 64x64
- Tiles: 16x16, 32x32, 64x64
- Scenes: 128x128, 256x256, 320x240 (retro resolution)
Use mcp__aseprite__create_canvas with parameters:
width: 1-65535 pixels
height: 1-65535 pixels
color_mode: "RGB", "Grayscale", or "Indexed"
2. Managing Layers
Adding Layers:
Use mcp__aseprite__add_layer to organize sprite elements:
- Background layer for solid colors or backgrounds
- Character layer for main subject
- Effects layer for highlights, shadows, outlines
- Detail layer for accessories or fine details
Layer Workflow:
- Create canvas
- Add named layers (e.g., "Background", "Character", "Effects")
- Draw on specific layers
- Use layers for organization and editing flexibility
Important: Cannot delete the last layer in a sprite.
3. Drawing Primitives
Draw Individual Pixels:
Use mcp__aseprite__draw_pixels for precise pixel placement:
- Supports batch operations (multiple pixels at once)
- Accepts colors in hex format (#RRGGBB) or palette indices
- Can snap to nearest palette color (for Indexed mode)
Example:
Draw pixels at coordinates:
- (10, 10) in red (#FF0000)
- (11, 10) in red (#FF0000)
- (12, 10) in red (#FF0000)
Draw Lines:
Use mcp__aseprite__draw_line:
- Straight lines between two points
- Useful for outlines, edges, connecting points
Draw Rectangles:
Use mcp__aseprite__draw_rectangle:
- Filled or outline mode
- Perfect for backgrounds, UI elements, platforms
Draw Circles/Ellipses:
Use mcp__aseprite__draw_circle:
- Filled or outline mode
- For round objects, planets, effects
Draw Contours (Polylines/Polygons):
Use mcp__aseprite__draw_contour:
- Connect multiple points
- Useful for complex shapes, terrain, irregular outlines
Flood Fill:
Use mcp__aseprite__fill_area:
- Fill connected pixels of the same color
- Like a paint bucket tool
- Great for filling large areas quickly
4. Working with Colors
Setting Colors:
- Hex Format: #RRGGBB (e.g., #FF0000 for red)
- RGB: Specify red, green, blue values (0-255)
- Palette Index: For Indexed mode (0-255)
Common Colors:
- Red: #FF0000
- Green: #00FF00
- Blue: #0000FF
- Yellow: #FFFF00
- Cyan: #00FFFF
- Magenta: #FF00FF
- Black: #000000
- White: #FFFFFF
Color Palettes:
For Indexed color mode, set the palette first:
- Use
mcp__aseprite__set_palette with array of hex colors
- Example: ["#000000", "#FFFFFF", "#FF0000", "#00FF00"]
5. Workflow Best Practices
Typical Creation Workflow:
Understand Requirements
- What size sprite?
- What color mode?
- What style (modern vs retro)?
Create Canvas
- Choose appropriate dimensions
- Select color mode (RGB for modern, Indexed for retro)
Set Up Layers (optional but recommended)
- Add layers for organization
- Name layers descriptively
Set Palette (for Indexed mode)
- Define limited color palette
- Use retro-appropriate palettes (NES: 16 colors, Game Boy: 4 colors)
Draw Basic Shapes
- Start with outline
- Fill with colors
- Add details
Verify Result
- Use
mcp__aseprite__get_sprite_info to check properties
- Describe what was created to user
Prepare for Export (if requested)
- Hand off to pixel-art-exporter Skill
Examples
Example 1: Simple Sprite
User Request: "Create a 32x32 sprite with a red circle"
Approach:
- Create 32x32 RGB canvas
- Draw filled circle in center (radius 12) in red
- Confirm creation
Example 2: Layered Sprite
User Request: "Make a 64x64 sprite with a blue background and a yellow character"
Approach:
- Create 64x64 RGB canvas
- Add layer "Background"
- Fill entire canvas with blue (#0000FF) on Background layer
- Add layer "Character"
- Draw yellow (#FFFF00) rectangle or shape on Character layer
- Confirm layers and contents
Example 3: Indexed Color Sprite
User Request: "Create a 48x48 Game Boy style sprite"
Approach:
- Create 48x48 Indexed canvas
- Set Game Boy palette: ["#0F380F", "#306230", "#8BAC0F", "#9BBC0F"]
- Draw using 4-color palette
- Use pixel-perfect drawing
Example 4: Complex Shape
User Request: "Draw a pixelated tree on a 64x64 canvas"
Approach:
- Create 64x64 RGB canvas
- Draw brown (#8B4513) rectangle for trunk (using draw_rectangle)
- Draw green (#228B22) irregular shape for foliage (using draw_contour or multiple rectangles)
- Add details with individual pixels
- Describe the tree to user
Technical Details
Canvas Properties
- Width/Height: 1-65535 pixels (practical limit usually <1024)
- Color Modes:
- RGB: 24-bit color (16.7 million colors)
- Grayscale: 8-bit (256 shades of gray)
- Indexed: 1-256 colors from palette
Drawing Coordinates
- Origin (0, 0) is top-left corner
- X increases rightward
- Y increases downward
Performance
- Batch pixel operations when possible
- Drawing operations complete in <100ms typically
- Large canvases (>512x512) may take slightly longer
Limitations
- Cannot create canvas smaller than 1x1
- Cannot create canvas larger than 65535x65535 (practical limit much lower)
- Cannot delete last layer
- Indexed mode palette limited to 256 colors maximum
Common Patterns
Pattern: Quick Sprite
For simple requests like "create a sprite":
- Default to 64x64 RGB canvas
- Add basic shape or placeholder
- Ask user for refinements
Pattern: Retro Game Sprite
For retro-style requests:
- Use Indexed color mode
- Set appropriate palette (NES, Game Boy, C64, etc.)
- Use limited colors and pixel-perfect drawing
Pattern: Icon Creation
For icon requests:
- Use 16x16, 24x24, or 32x32 dimensions
- RGB mode for modern icons
- Simple, recognizable shapes
- High contrast colors
Integration with Other Skills
- Hand off to pixel-art-animator when user mentions "animation", "frames", or "movement"
- Hand off to pixel-art-professional when user asks for "dithering", "shading", or "palette refinement"
- Hand off to pixel-art-exporter when user asks to "export", "save", or mentions file formats
Error Handling
If canvas creation fails:
- Check dimensions are valid (1-65535)
- Verify color mode is spelled correctly
- Suggest alternative dimensions if too large
If drawing fails:
- Verify coordinates are within canvas bounds
- Check color format is valid hex (#RRGGBB)
- For Indexed mode, ensure palette is set first
If layer operations fail:
- Cannot delete last layer (inform user)
- Layer names should be descriptive strings
Success Indicators
You've successfully used this Skill when:
- Canvas created with correct dimensions and color mode
- Drawing operations complete without errors
- User can see or understand what was created
- Sprite is ready for next steps (animation, export, refinement)
1---2name: pixel-art-creator3description: 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 n4---5
6---
7name: Pixel Art Creator
8description: 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", "32x32 sprite", "128 by 128", "16 pixel icon". Trigger on: "create", "new", "make", "draw", "sprite", "canvas", "image", "icon", "tile", "character", "background", dimensions (WxH), "from scratch", "blank canvas", "empty sprite", "Game Boy", "NES", "retro", color mode mentions ("RGB", "indexed", "grayscale"). Also use for drawing basic shapes like "circle", "rectangle", "line", "pixel", "fill", "outline".
9allowed-tools: Read, Bash, mcp__aseprite__create_canvas, mcp__aseprite__add_layer, mcp__aseprite__delete_layer, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle, mcp__aseprite__draw_contour, mcp__aseprite__fill_area, mcp__aseprite__set_palette, mcp__aseprite__get_palette
10---
11
12# Pixel Art Creator
13
14## Overview
15
16This Skill enables creation of new pixel art sprites with full control over canvas properties, layers, and basic drawing operations. It's the foundational Skill for all pixel art workflows.
17
18## When to Use
19
20Use this Skill when the user:
21- Wants to "create a sprite" or "make pixel art"
22- Mentions sprite dimensions (e.g., "64x64", "32 by 32", "128 pixels wide")
23- Asks to "draw" basic shapes (pixels, lines, rectangles, circles)
24- Needs to set up a canvas or layers
25- Mentions color modes (RGB, Grayscale, Indexed)
26
27**Trigger Keywords:** create, sprite, canvas, draw, pixel art, dimensions, layer, new sprite
28
29## Instructions
30
31### 1. Creating a Canvas
32
33When the user requests a sprite, create the canvas first:
34
35**Color Modes:**
36- **RGB**: Full color (24-bit), best for modern pixel art
37- **Grayscale**: Shades of gray only, for monochrome art
38- **Indexed**: Limited palette (1-256 colors), for retro game art
39
40**Recommended Sizes:**
41- **Icons**: 16x16, 24x24, 32x32
42- **Characters**: 32x32, 48x48, 64x64
43- **Tiles**: 16x16, 32x32, 64x64
44- **Scenes**: 128x128, 256x256, 320x240 (retro resolution)
45
46Use `mcp__aseprite__create_canvas` with parameters:
47- `width`: 1-65535 pixels
48- `height`: 1-65535 pixels
49- `color_mode`: "RGB", "Grayscale", or "Indexed"
50
51### 2. Managing Layers
52
53**Adding Layers:**
54Use `mcp__aseprite__add_layer` to organize sprite elements:
55- Background layer for solid colors or backgrounds
56- Character layer for main subject
57- Effects layer for highlights, shadows, outlines
58- Detail layer for accessories or fine details
59
60**Layer Workflow:**
611. Create canvas
622. Add named layers (e.g., "Background", "Character", "Effects")
633. Draw on specific layers
644. Use layers for organization and editing flexibility
65
66**Important:** Cannot delete the last layer in a sprite.
67
68### 3. Drawing Primitives
69
70**Draw Individual Pixels:**
71Use `mcp__aseprite__draw_pixels` for precise pixel placement:
72- Supports batch operations (multiple pixels at once)
73- Accepts colors in hex format (#RRGGBB) or palette indices
74- Can snap to nearest palette color (for Indexed mode)
75
76Example:
77```
78Draw pixels at coordinates:
79- (10, 10) in red (#FF0000)
80- (11, 10) in red (#FF0000)
81- (12, 10) in red (#FF0000)
82```
83
84**Draw Lines:**
85Use `mcp__aseprite__draw_line`:
86- Straight lines between two points
87- Useful for outlines, edges, connecting points
88
89**Draw Rectangles:**
90Use `mcp__aseprite__draw_rectangle`:
91- Filled or outline mode
92- Perfect for backgrounds, UI elements, platforms
93
94**Draw Circles/Ellipses:**
95Use `mcp__aseprite__draw_circle`:
96- Filled or outline mode
97- For round objects, planets, effects
98
99**Draw Contours (Polylines/Polygons):**
100Use `mcp__aseprite__draw_contour`:
101- Connect multiple points
102- Useful for complex shapes, terrain, irregular outlines
103
104**Flood Fill:**
105Use `mcp__aseprite__fill_area`:
106- Fill connected pixels of the same color
107- Like a paint bucket tool
108- Great for filling large areas quickly
109
110### 4. Working with Colors
111
112**Setting Colors:**
113- **Hex Format**: #RRGGBB (e.g., #FF0000 for red)
114- **RGB**: Specify red, green, blue values (0-255)
115- **Palette Index**: For Indexed mode (0-255)
116
117**Common Colors:**
118- Red: #FF0000
119- Green: #00FF00
120- Blue: #0000FF
121- Yellow: #FFFF00
122- Cyan: #00FFFF
123- Magenta: #FF00FF
124- Black: #000000
125- White: #FFFFFF
126
127**Color Palettes:**
128For Indexed color mode, set the palette first:
129- Use `mcp__aseprite__set_palette` with array of hex colors
130- Example: ["#000000", "#FFFFFF", "#FF0000", "#00FF00"]
131
132### 5. Workflow Best Practices
133
134**Typical Creation Workflow:**
1351. **Understand Requirements**
136 - What size sprite?
137 - What color mode?
138 - What style (modern vs retro)?
139
1402. **Create Canvas**
141 - Choose appropriate dimensions
142 - Select color mode (RGB for modern, Indexed for retro)
143
1443. **Set Up Layers** (optional but recommended)
145 - Add layers for organization
146 - Name layers descriptively
147
1484. **Set Palette** (for Indexed mode)
149 - Define limited color palette
150 - Use retro-appropriate palettes (NES: 16 colors, Game Boy: 4 colors)
151
1525. **Draw Basic Shapes**
153 - Start with outline
154 - Fill with colors
155 - Add details
156
1576. **Verify Result**
158 - Use `mcp__aseprite__get_sprite_info` to check properties
159 - Describe what was created to user
160
1617. **Prepare for Export** (if requested)
162 - Hand off to pixel-art-exporter Skill
163
164## Examples
165
166### Example 1: Simple Sprite
167
168**User Request:** "Create a 32x32 sprite with a red circle"
169
170**Approach:**
1711. Create 32x32 RGB canvas
1722. Draw filled circle in center (radius 12) in red
1733. Confirm creation
174
175### Example 2: Layered Sprite
176
177**User Request:** "Make a 64x64 sprite with a blue background and a yellow character"
178
179**Approach:**
1801. Create 64x64 RGB canvas
1812. Add layer "Background"
1823. Fill entire canvas with blue (#0000FF) on Background layer
1834. Add layer "Character"
1845. Draw yellow (#FFFF00) rectangle or shape on Character layer
1856. Confirm layers and contents
186
187### Example 3: Indexed Color Sprite
188
189**User Request:** "Create a 48x48 Game Boy style sprite"
190
191**Approach:**
1921. Create 48x48 Indexed canvas
1932. Set Game Boy palette: ["#0F380F", "#306230", "#8BAC0F", "#9BBC0F"]
1943. Draw using 4-color palette
1954. Use pixel-perfect drawing
196
197### Example 4: Complex Shape
198
199**User Request:** "Draw a pixelated tree on a 64x64 canvas"
200
201**Approach:**
2021. Create 64x64 RGB canvas
2032. Draw brown (#8B4513) rectangle for trunk (using draw_rectangle)
2043. Draw green (#228B22) irregular shape for foliage (using draw_contour or multiple rectangles)
2054. Add details with individual pixels
2065. Describe the tree to user
207
208## Technical Details
209
210### Canvas Properties
211- **Width/Height**: 1-65535 pixels (practical limit usually <1024)
212- **Color Modes**:
213 - RGB: 24-bit color (16.7 million colors)
214 - Grayscale: 8-bit (256 shades of gray)
215 - Indexed: 1-256 colors from palette
216
217### Drawing Coordinates
218- Origin (0, 0) is top-left corner
219- X increases rightward
220- Y increases downward
221
222### Performance
223- Batch pixel operations when possible
224- Drawing operations complete in <100ms typically
225- Large canvases (>512x512) may take slightly longer
226
227### Limitations
228- Cannot create canvas smaller than 1x1
229- Cannot create canvas larger than 65535x65535 (practical limit much lower)
230- Cannot delete last layer
231- Indexed mode palette limited to 256 colors maximum
232
233## Common Patterns
234
235### Pattern: Quick Sprite
236For simple requests like "create a sprite":
237- Default to 64x64 RGB canvas
238- Add basic shape or placeholder
239- Ask user for refinements
240
241### Pattern: Retro Game Sprite
242For retro-style requests:
243- Use Indexed color mode
244- Set appropriate palette (NES, Game Boy, C64, etc.)
245- Use limited colors and pixel-perfect drawing
246
247### Pattern: Icon Creation
248For icon requests:
249- Use 16x16, 24x24, or 32x32 dimensions
250- RGB mode for modern icons
251- Simple, recognizable shapes
252- High contrast colors
253
254## Integration with Other Skills
255
256- **Hand off to pixel-art-animator** when user mentions "animation", "frames", or "movement"
257- **Hand off to pixel-art-professional** when user asks for "dithering", "shading", or "palette refinement"
258- **Hand off to pixel-art-exporter** when user asks to "export", "save", or mentions file formats
259
260## Error Handling
261
262**If canvas creation fails:**
263- Check dimensions are valid (1-65535)
264- Verify color mode is spelled correctly
265- Suggest alternative dimensions if too large
266
267**If drawing fails:**
268- Verify coordinates are within canvas bounds
269- Check color format is valid hex (#RRGGBB)
270- For Indexed mode, ensure palette is set first
271
272**If layer operations fail:**
273- Cannot delete last layer (inform user)
274- Layer names should be descriptive strings
275
276## Success Indicators
277
278You've successfully used this Skill when:
279- Canvas created with correct dimensions and color mode
280- Drawing operations complete without errors
281- User can see or understand what was created
282- Sprite is ready for next steps (animation, export, refinement)