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: Pixel Art Creator4---56# Pixel Art Creator78## Overview910This 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.1112## When to Use1314Use this Skill when the user:15- Wants to "create a sprite" or "make pixel art"16- Mentions sprite dimensions (e.g., "64x64", "32 by 32", "128 pixels wide")17- Asks to "draw" basic shapes (pixels, lines, rectangles, circles)18- Needs to set up a canvas or layers19- Mentions color modes (RGB, Grayscale, Indexed)2021**Trigger Keywords:** create, sprite, canvas, draw, pixel art, dimensions, layer, new sprite2223## Instructions2425### 1. Creating a Canvas2627When the user requests a sprite, create the canvas first:2829**Color Modes:**30- **RGB**: Full color (24-bit), best for modern pixel art31- **Grayscale**: Shades of gray only, for monochrome art32- **Indexed**: Limited palette (1-256 colors), for retro game art3334**Recommended Sizes:**35- **Icons**: 16x16, 24x24, 32x3236- **Characters**: 32x32, 48x48, 64x6437- **Tiles**: 16x16, 32x32, 64x6438- **Scenes**: 128x128, 256x256, 320x240 (retro resolution)3940Use `mcp__aseprite__create_canvas` with parameters:41- `width`: 1-65535 pixels42- `height`: 1-65535 pixels43- `color_mode`: "RGB", "Grayscale", or "Indexed"4445### 2. Managing Layers4647**Adding Layers:**48Use `mcp__aseprite__add_layer` to organize sprite elements:49- Background layer for solid colors or backgrounds50- Character layer for main subject51- Effects layer for highlights, shadows, outlines52- Detail layer for accessories or fine details5354**Layer Workflow:**551. Create canvas562. Add named layers (e.g., "Background", "Character", "Effects")573. Draw on specific layers584. Use layers for organization and editing flexibility5960**Important:** Cannot delete the last layer in a sprite.6162### 3. Drawing Primitives6364**Draw Individual Pixels:**65Use `mcp__aseprite__draw_pixels` for precise pixel placement:66- Supports batch operations (multiple pixels at once)67- Accepts colors in hex format (#RRGGBB) or palette indices68- Can snap to nearest palette color (for Indexed mode)6970Example:71```72Draw pixels at coordinates:73- (10, 10) in red (#FF0000)74- (11, 10) in red (#FF0000)75- (12, 10) in red (#FF0000)76```7778**Draw Lines:**79Use `mcp__aseprite__draw_line`:80- Straight lines between two points81- Useful for outlines, edges, connecting points8283**Draw Rectangles:**84Use `mcp__aseprite__draw_rectangle`:85- Filled or outline mode86- Perfect for backgrounds, UI elements, platforms8788**Draw Circles/Ellipses:**89Use `mcp__aseprite__draw_circle`:90- Filled or outline mode91- For round objects, planets, effects9293**Draw Contours (Polylines/Polygons):**94Use `mcp__aseprite__draw_contour`:95- Connect multiple points96- Useful for complex shapes, terrain, irregular outlines9798**Flood Fill:**99Use `mcp__aseprite__fill_area`:100- Fill connected pixels of the same color101- Like a paint bucket tool102- Great for filling large areas quickly103104### 4. Working with Colors105106**Setting Colors:**107- **Hex Format**: #RRGGBB (e.g., #FF0000 for red)108- **RGB**: Specify red, green, blue values (0-255)109- **Palette Index**: For Indexed mode (0-255)110111**Common Colors:**112- Red: #FF0000113- Green: #00FF00114- Blue: #0000FF115- Yellow: #FFFF00116- Cyan: #00FFFF117- Magenta: #FF00FF118- Black: #000000119- White: #FFFFFF120121**Color Palettes:**122For Indexed color mode, set the palette first:123- Use `mcp__aseprite__set_palette` with array of hex colors124- Example: ["#000000", "#FFFFFF", "#FF0000", "#00FF00"]125126### 5. Workflow Best Practices127128**Typical Creation Workflow:**1291. **Understand Requirements**130 - What size sprite?131 - What color mode?132 - What style (modern vs retro)?1331342. **Create Canvas**135 - Choose appropriate dimensions136 - Select color mode (RGB for modern, Indexed for retro)1371383. **Set Up Layers** (optional but recommended)139 - Add layers for organization140 - Name layers descriptively1411424. **Set Palette** (for Indexed mode)143 - Define limited color palette144 - Use retro-appropriate palettes (NES: 16 colors, Game Boy: 4 colors)1451465. **Draw Basic Shapes**147 - Start with outline148 - Fill with colors149 - Add details1501516. **Verify Result**152 - Use `mcp__aseprite__get_sprite_info` to check properties153 - Describe what was created to user1541557. **Prepare for Export** (if requested)156 - Hand off to pixel-art-exporter Skill157158## Examples159160### Example 1: Simple Sprite161162**User Request:** "Create a 32x32 sprite with a red circle"163164**Approach:**1651. Create 32x32 RGB canvas1662. Draw filled circle in center (radius 12) in red1673. Confirm creation168169### Example 2: Layered Sprite170171**User Request:** "Make a 64x64 sprite with a blue background and a yellow character"172173**Approach:**1741. Create 64x64 RGB canvas1752. Add layer "Background"1763. Fill entire canvas with blue (#0000FF) on Background layer1774. Add layer "Character"1785. Draw yellow (#FFFF00) rectangle or shape on Character layer1796. Confirm layers and contents180181### Example 3: Indexed Color Sprite182183**User Request:** "Create a 48x48 Game Boy style sprite"184185**Approach:**1861. Create 48x48 Indexed canvas1872. Set Game Boy palette: ["#0F380F", "#306230", "#8BAC0F", "#9BBC0F"]1883. Draw using 4-color palette1894. Use pixel-perfect drawing190191### Example 4: Complex Shape192193**User Request:** "Draw a pixelated tree on a 64x64 canvas"194195**Approach:**1961. Create 64x64 RGB canvas1972. Draw brown (#8B4513) rectangle for trunk (using draw_rectangle)1983. Draw green (#228B22) irregular shape for foliage (using draw_contour or multiple rectangles)1994. Add details with individual pixels2005. Describe the tree to user201202## Technical Details203204### Canvas Properties205- **Width/Height**: 1-65535 pixels (practical limit usually <1024)206- **Color Modes**:207 - RGB: 24-bit color (16.7 million colors)208 - Grayscale: 8-bit (256 shades of gray)209 - Indexed: 1-256 colors from palette210211### Drawing Coordinates212- Origin (0, 0) is top-left corner213- X increases rightward214- Y increases downward215216### Performance217- Batch pixel operations when possible218- Drawing operations complete in <100ms typically219- Large canvases (>512x512) may take slightly longer220221### Limitations222- Cannot create canvas smaller than 1x1223- Cannot create canvas larger than 65535x65535 (practical limit much lower)224- Cannot delete last layer225- Indexed mode palette limited to 256 colors maximum226227## Common Patterns228229### Pattern: Quick Sprite230For simple requests like "create a sprite":231- Default to 64x64 RGB canvas232- Add basic shape or placeholder233- Ask user for refinements234235### Pattern: Retro Game Sprite236For retro-style requests:237- Use Indexed color mode238- Set appropriate palette (NES, Game Boy, C64, etc.)239- Use limited colors and pixel-perfect drawing240241### Pattern: Icon Creation242For icon requests:243- Use 16x16, 24x24, or 32x32 dimensions244- RGB mode for modern icons245- Simple, recognizable shapes246- High contrast colors247248## Integration with Other Skills249250- **Hand off to pixel-art-animator** when user mentions "animation", "frames", or "movement"251- **Hand off to pixel-art-professional** when user asks for "dithering", "shading", or "palette refinement"252- **Hand off to pixel-art-exporter** when user asks to "export", "save", or mentions file formats253254## Error Handling255256**If canvas creation fails:**257- Check dimensions are valid (1-65535)258- Verify color mode is spelled correctly259- Suggest alternative dimensions if too large260261**If drawing fails:**262- Verify coordinates are within canvas bounds263- Check color format is valid hex (#RRGGBB)264- For Indexed mode, ensure palette is set first265266**If layer operations fail:**267- Cannot delete last layer (inform user)268- Layer names should be descriptive strings269270## Success Indicators271272You've successfully used this Skill when:273- Canvas created with correct dimensions and color mode274- Drawing operations complete without errors275- User can see or understand what was created276- Sprite is ready for next steps (animation, export, refinement)