| name | art-gen |
| description | Generate pixel art assets via Aseprite Lua scripts following the project's art pipeline (palette, sizes, export) |
Art Generation Pipeline
Generate pixel art by writing Aseprite Lua scripts. Never create PNGs directly โ always go through the Lua script pipeline.
Workflow
-
Check the shared palette. Read art/scripts/palette.lua (or equivalent) for the master color palette. All art must use only these colors.
-
Write the Lua script in art/scripts/. The script must:
- Import the shared palette
- Create a sprite with correct dimensions (see sizes below)
- Draw pixel art programmatically
- Save the
.aseprite file to the appropriate art/ subdirectory
-
Run the script:
~/aseprite/build/bin/aseprite.app/Contents/MacOS/aseprite -b --script art/scripts/<your_script>.lua
-
Export to game assets via Makefile:
make art
make sprites
make backgrounds
make ui
-
Verify the output โ check that exported files exist in game/assets/ with correct dimensions.
Asset Size Reference
| Asset | Size | Location |
|---|
| Room backgrounds | 320x176 | game/assets/backgrounds/ |
| Player sprites | 24x32 | game/assets/sprites/ |
| NPC sprites | 24x32 or 32x32 | game/assets/sprites/ |
| Verb/cursor icons | 16x16 | game/assets/ui/ |
| Inventory icons | 16x16 | game/assets/ui/ |
Rules
- Never hand-edit files in
game/assets/ โ they are generated output
- Use only the shared master palette (~16-32 VGA-era colors)
- Player walk cycles: 8 directions, 3 frames each + idle
- NPC animations: idle + talk minimum
- All art should match the VGA-era aesthetic (limited palette, visible pixels, no anti-aliasing)