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game-sprite-pipeline
// AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art.
// AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art.
[HINT] Download the complete skill directory including SKILL.md and all related files
| name | game-sprite-pipeline |
| version | 2.0.0 |
| description | AI sprite generation: portraits, idle loops, animated sheets via Codex/Nano Banana. Per-row generation, animation presets, video-to-sprite, identity lock. Use for generated character art. |
| agent | python-general-engineer |
| user-invocable | false |
| allowed-tools | ["Read","Write","Bash","Glob","Grep","Edit"] |
| routing | {"triggers":["AI sprite","AI character art","generate character","generate sprite","generate wrestler","generate character portrait","spritesheet pipeline","animated spritesheet","animated sprite","portrait loop","idle loop","road-to-aew sprite","sprite for road-to-aew","wrestler portrait","character sheet","fighter spritesheet","RPG character spritesheet","platformer spritesheet","per-row sprite generation","video to sprite","animation preset","deterministic idle","breathing loop","sprite QA","contact sheet"],"complexity":"Complex","category":"game","pairs_with":["phaser-gamedev","threejs-builder","python-general-engineer","motion-pipeline"]} |
Local-first AI sprite generation. One skill, four modes behind --mode:
portrait — single full-body character PNG (road-to-aew wrestlers, card-game characters).portrait-loop — 2×2 = 4-frame subtle idle (breathing + blink) at 200ms/frame in ONE Codex call. Animated portraits without re-prompting new poses.spritesheet — animated multi-frame grid with connected-components detection, ground-line anchor alignment, and Phaser atlas output.spritesheet --per-row — row-strip generation: each animation state generated as a separate strip with layout guide grounding and identity lock, then composited into a final sheet. Eliminates cross-row contamination and reduces retry scope from whole-sheet to single-row.Backend chain (per ADR-198): Codex CLI imagegen is the default when installed and authed. When Codex is unavailable AND GEMINI_API_KEY (or GOOGLE_API_KEY) is set, the skill falls back to Nano Banana via nano-banana-builder's scripts. When neither is available, the skill fails loud with BackendUnavailableError listing both fix paths. Both paths use keys the user already holds — there is no third-party billing the toolkit hides. Reference implementation of the "Local-First, Deterministic Systems Over External APIs" principle in docs/PHILOSOPHY.md (user-owned-key clause).
| User says | Mode | Entry script |
|---|---|---|
| "generate a wrestler portrait" | portrait | portrait_pipeline.py |
| "add a new enemy to road-to-aew" | portrait | portrait_pipeline.py --target road-to-aew |
| "animated idle portrait" / "subtle breathing loop" | portrait-loop | portrait_pipeline.py --mode portrait-loop |
| "make a walk cycle spritesheet" | spritesheet | sprite_pipeline.py |
| "4-direction character sheet" | spritesheet | sprite_pipeline.py --grid 4x4 |
| "Phaser-ready texture atlas" | spritesheet | sprite_pipeline.py (emits atlas JSON) |
| "generate a fighter spritesheet" | per-row + preset | sprite_pipeline.py --preset fighter --per-row |
| "RPG character walk cycle" | per-row + preset | sprite_pipeline.py --preset rpg-character --per-row |
| "sprite from video clip" | video | video_extract_frames.py + video_select_frames.py + video_process_frames.py |
Portrait is the road-to-aew immediate need; spritesheet is the forward-looking capability. Both share one backbone (prompt scaffolding, backend dispatch, bg removal, validation).
| Signal | Load | Why |
|---|---|---|
| picking a style preset | references/style-presets.md | 9 era/hardware presets + custom slot |
--target road-to-aew or --archetype | references/wrestler-archetypes.md | 9 color archetypes + 10 gimmick types + tier |
sizing --grid CxR / --cell-size | references/grid-shapes.md | allowed dims, direction conventions |
| building a prompt | references/prompt-rules.md | ART_STYLE, CHAR_STYLE, GRID_RULES slot contents |
| picking or troubleshooting a backend | references/backend-chain.md | Codex CLI invocation pattern + failure modes |
| spritesheet Phase D | references/frame-detection.md | connected-components algorithm |
| spritesheet Phase F | references/anchor-alignment.md | shared-scale + bottom-anchor math |
| any bg removal phase | references/bg-removal-local.md | magenta chroma + rembg |
| Phase H assembly / output shape | references/output-formats.md | PNG / GIF / WebP / atlas JSON |
| any phase errors | references/error-catalog.md | failure mode → fix mapping |
| user reports clipping / blank cells / cut effects | references/error-catalog.md (top section) | "Codex Regeneration as a Post-Processing Fix" anti-pattern; debug slicer, never raw |
| asset has effects (fire, projectile trails, auras, extended limbs) | references/error-catalog.md + use slice_with_content_awareness | content extending past cell boundaries needs centroid-ownership extraction. ADR-207 RC-1: on dense grids (cols * rows >= 16 AND both dims >= 4) --content-aware-extraction is silently downgraded to strict-pitch with a warning unless --effects-asset is also passed (orchestrator-side) or effects_asset: True is set (spec-side). Use --effects-asset only for genuine sparse-but-cross-boundary content (fire breath, plasma trails, projectile auras). |
--target road-to-aew deploy | references/road-to-aew-integration.md | snake_case, paths, manifest regen |
--per-row subagent orchestration | references/subagent-delegation.md | subagent boundary rules: who generates, who composes, who finalizes |
| VFX issues in per-row prompts | references/vfx-containment.md | full containment ruleset: allowed/forbidden effects, per-state rules |
Load greedily when a signal matches — references are only read on demand, so the cost is paid once per execution, not once per routing decision.
| Phase | Script | What |
|---|---|---|
| A — Character generation | sprite_prompt.py build-portrait + sprite_generate.py generate-portrait | Build prompt from style+archetype+description; dispatch backend. |
| B — Background removal | sprite_process.py remove-bg | Magenta chroma key (two-pass); rembg fallback if installed. |
| C — Trim and center | sprite_process.py normalize --mode portrait | Auto-trim transparent borders; re-canvas with ~5-10% padding; bottom-anchor. |
| D — Dimension validation | sprite_process.py validate-portrait | Width ∈ [350, 850], height ∈ [900, 1100], aspect ∈ [1:1.5, 1:2.5]. |
| E — Project-aware deploy | road_to_aew_integration.py deploy | Snake_case name, path resolution; npm run generate:sprites if --regen-manifest. |
End-to-end: python3 scripts/portrait_pipeline.py --prompt "<desc>" --style <preset> [--target road-to-aew].
| Phase | Script | What |
|---|---|---|
| A1 — Prompt build | sprite_prompt.py build-portrait-loop | Slot-structured prompt: same character, same pose, same framing, only breath + blink variation across 4 cells. |
| A2 — Backend dispatch | sprite_generate.py generate-portrait | Codex CLI call; produces a 1024×1024 PNG with 2×2 cells of 512×512. |
| D — Per-cell extract | inline in portrait_pipeline.run_portrait_loop | Naive 2×2 cell crop (cells are well-defined here). |
| E — Per-cell bg removal | sprite_process.chroma_pass1 + chroma_pass2_edge_flood + alpha_fade_magenta_fringe + color_despill_magenta + dilate_alpha_zero | Same despill chain as portrait/spritesheet modes. |
| F — Ground-line anchor | sprite_process.detect_ground_line + apply_ground_line_anchor | Drift-free: the four near-identical bodies stay perfectly registered across the loop. |
| H — Assembly | inline | PNG sheet, animated GIF (200ms/frame, 800ms loop), animated WebP, per-frame PNGs. |
End-to-end: python3 scripts/portrait_pipeline.py --mode portrait-loop --display-name "..." --description "..." --style <preset>.
The loop must be SUBTLE: viewers should barely notice the animation (just feels alive). New poses defeat the purpose — that's spritesheet mode. See references/prompt-rules.md for the loop prompt template.
| Phase | Script | What |
|---|---|---|
| A — Reference character | sprite_prompt.py build-character + sprite_generate.py generate-character | 1024x1024 magenta-bg reference PNG. |
| B — Canvas prep | sprite_canvas.py make-template | Pillow grid (CxR cells, magenta bg, thin borders). No LLM. |
| C — Spritesheet generation | sprite_prompt.py build-spritesheet + sprite_generate.py generate-spritesheet | Character + canvas as references; action prompt. |
| D — Frame detection | sprite_process.py extract-frames | Connected-components clustering (not naive grid math). See references/frame-detection.md. |
| E — Per-frame bg removal | sprite_process.py remove-bg | Same chroma engine as portrait mode, looped per frame. |
| F — Normalization & anchor | sprite_process.py normalize --mode spritesheet | Shared-scale rescale + bottom-anchor alignment. |
| G — Auto-curation | sprite_process.py auto-curate | Deterministic rank: fewest edge-touches → smallest scale variance → lowest seed. |
| H — Final assembly | sprite_process.py assemble | PNG sheet, GIF, WebP, per-frame PNGs, Phaser atlas JSON, per-direction strips (4xR / 8xR only). |
End-to-end: python3 scripts/sprite_pipeline.py --prompt "<desc>" --grid <CxR> --cell-size 256.
--per-row)Row-strip generation eliminates the monolithic-sheet failure mode. Instead of one image-generation call for the entire sheet (where frames drift, cross-row contamination occurs, and the slicer misroutes content), each animation row is generated as a separate strip image.
How it works:
--reference with "match silhouette, face, materials, palette, props exactly" -- prevents cross-row palette shifts, proportion changes, accessory drift.sprite_canvas.py make-layout-guide generates per-row reference PNGs (frame boundaries with numbered cells on transparent background), passed as --reference alongside the canonical base to prevent frame drift at generation time.references/vfx-containment.md).Retry granularity: re-generate a single failed row, not the whole sheet. Cost drops from O(sheet) to O(row).
End-to-end: python3 scripts/sprite_pipeline.py --prompt "<desc>" --preset fighter --per-row.
--preset)Named animation presets replace raw --grid CxR with semantic state definitions, default frame counts, and per-frame timing.
| Preset | States | Total frames |
|---|---|---|
fighter | idle(6), dash-right(8), dash-left(8), taunt(4), jump(5), hit-stun(8), charge(6), rush(6), special(6) | 57 |
rpg-character | idle(4), walk-down(4), walk-up(4), walk-left(4), walk-right(4), attack(4), cast(4), hurt(2), death(4) | 34 |
platformer | idle(4), run(8), jump(3), fall(2), attack(4), hurt(2), climb(4), crouch(2), slide(2) | 31 |
pet | idle(6), running-right(8), running-left(8), waving(4), jumping(5), failed(8), waiting(6), running(6), review(6) | 57 |
custom | user-defined via --states JSON | variable |
--preset expands to --grid + per-row metadata + timing arrays. Users say --preset rpg-character instead of computing grid dimensions manually.
New input modality: extract spritesheet rows from video clips when text prompting fails for complex animations (multi-hit combos, spell effects, motion-captured references).
| Script | What |
|---|---|
video_extract_frames.py | FFmpeg frame extraction from video clips at configurable FPS |
video_select_frames.py | Select N frames (uniform/manual sampling), assign beat labels (anticipation, contact, follow-through, recovery) |
video_process_frames.py | Background removal, resize to cell-size, ground-line anchor, composite into strip |
Wire via: --video-rows "0:idle:/path/to/idle.mp4,4:jump:/path/to/jump.mp4" — row index, state name, video path.
Dependencies: FFmpeg (already available), Pillow (already used). No new dependencies.
row_job_status.py tracks per-row generation status for subagent orchestration.
| Subcommand | What |
|---|---|
init | Create row-jobs.json manifest from preset or --states definition |
status | Print per-row status (pending/in-progress/done/failed) |
mark | Update a row's status after generation completes or fails |
list-pending | List rows still needing generation (for subagent dispatch) |
Subagent boundary rules (see references/subagent-delegation.md):
--qa-artifacts)Human-inspectable QA outputs generated alongside verifier JSON when --qa-artifacts is passed.
| Artifact | What |
|---|---|
| Contact sheet | All frames labeled with state names and frame numbers, saved as PNG |
| Preview GIFs | One animated GIF per animation state at intended timing |
| QA report JSON | Per-row metrics: frame count, identity match, effects compliance |
Script: qa_artifacts.py generates all three artifact types after assembly.
Presets include per-frame millisecond timing arrays instead of uniform timing.
Example (idle): [280, 110, 110, 140, 140, 320] ms — longer hold on first/last frame creates natural breathing rhythm.
Output integration:
duration parameter.frameDurations array and animationTimings map.--timing-json <path> for fine-tuning.Per generation call, evaluated in order:
codex in PATH and codex --version exits 0 → use Codex CLI imagegen. Codex CLI 0.125+ no longer exposes --output-image/--aspect-ratio/--reference/--seed as direct flags; image generation goes through the agent's internal image_gen tool, invoked from prompt text. Canonical invocation: codex exec --dangerously-bypass-approvals-and-sandbox --skip-git-repo-check [-i <ref>... --] "<wrapped prompt>". The wrapped prompt instructs the agent to call image_gen and save to an absolute path; aspect ratio, seed, and reference semantics are encoded into the prompt text. Reference list (when used) MUST be terminated with -- before the positional prompt or it consumes the prompt as another image filename. Subprocess timeout: 360s.GEMINI_API_KEY or GOOGLE_API_KEY is set → fall back to Nano Banana via nano-banana-builder's scripts (scripts/nano-banana-generate.py with-reference for reference-guided, batch for multi-variant). The skill never imports the Gemini SDK directly — composition through the existing skill is the contract.BackendUnavailableError listing BOTH fix paths:
BackendUnavailableError: No image-generation backend available.
Fix path 1 (Codex CLI, recommended):
Install Codex CLI and run `codex auth` to authenticate against your existing subscription.
Fix path 2 (Nano Banana fallback):
Set GEMINI_API_KEY (or GOOGLE_API_KEY) in your environment to enable the Nano Banana fallback.
Both paths use keys the user already holds (Codex subscription, Gemini API key). There is no third-party billing the toolkit hides. The skill never calls api.openai.com directly, remove.bg, or any service the user did not authorize. See references/backend-chain.md for the locked-in invocation contract and failure modes.
One Codex imagegen call produces ONE image. To get N frames, pack as many cells as possible into that one image rather than firing N calls.
--max-frames (on sprite_canvas.py make-template and sprite_pipeline.py) auto-computes the largest square grid that fits --max-canvas (default 1024x1024) at the given --cell-size:
# 4x4 = 16 frames at 256px on a 1024 canvas (default)
python3 sprite_pipeline.py --description "knight walk cycle" \
--style snes-16bit-jrpg --cell-size 256 --max-frames --action walking
# 8x8 = 64 frames at 128px on a 1024 canvas
python3 sprite_pipeline.py --description "tiny adventurer, attack cycle" \
--style nes-8bit --cell-size 128 --max-frames --action attack-punch
# 16x16 = 256 frames at 64px on a 1024 canvas (extreme density)
python3 sprite_pipeline.py --description "GB-era hero, 4-direction walk" \
--style gameboy-4color --cell-size 64 --max-frames --action walking
--max-frames overrides --grid; the chosen grid is logged to stderr. See references/grid-shapes.md for the cell-size → max-grid → total-frames table at canvas sizes 1024, 1536, and 2048.
Portrait mode — variable output, validated after trim:
--force-dimensions skips the gate (emergency only; logged loudly).Spritesheet mode — fixed cells:
CxR via --grid; total canvas <= 2048x2048.--grid 4xR or --grid 8xR triggers per-direction strip output.See references/grid-shapes.md for direction-to-row conventions.
Default. Applied when --variants N > 1.
--curate writes a contact sheet and opens a manual review gate. Off by default; interactive gates block automation.
GEMINI_API_KEY/GOOGLE_API_KEY (fallback) are the two authorized backends — both billed under the user's existing accounts. The skill never calls api.openai.com directly, remove.bg, or any service the user did not authorize. See ADR-198 and the user-owned-key clause in docs/PHILOSOPHY.md.#FF00FF) is the chroma-key default because it never appears in realistic character skin or wrestling gear. Backend prompts include explicit "solid magenta background" instruction; post-processing validates the dominant corner color.--seed should produce identical output given identical backend output (best-effort: Codex CLI does not currently expose a public seed flag, so the seed travels in the prompt body as a comment).Before shipping any change to this skill, run:
cd /home/feedgen/vexjoy-agent
python3 scripts/generate-skill-index.py
python3 scripts/validate-references.py --check-do-framing
ruff check . --config pyproject.toml
ruff format --check . --config pyproject.toml
Plus the two smoke tests:
# Portrait (no backend required in dry-run)
python3 skills/game/game-sprite-pipeline/scripts/portrait_pipeline.py \
--prompt "veteran wrestler, indie circuit, 35yo, scarred face, leather jacket" \
--style slay-the-spire-painted --target road-to-aew --dry-run
# Spritesheet (no backend required in dry-run; --allow-frame-duplication
# because the synthetic fixture has 4 near-identical figures that trip the
# verify_frames_distinct gate by construction at the new 70% threshold;
# see "Verifier gates" below). Default-on verify; exits 0 on success,
# 2 on gate failure, 3 on --no-verify (ADR-207 Rule 4).
python3 skills/game/game-sprite-pipeline/scripts/sprite_pipeline.py \
--prompt "wrestler walk cycle, 4 frames" \
--grid 4x1 --cell-size 256 --dry-run --allow-frame-duplication
Both dry-run modes skip the backend call, generate a synthetic fixture, and exercise every post-processing phase. Pass criteria: exit 0, expected output files present, dimension gates satisfied.
Both pipelines run a verifier suite as the LAST step (after assemble). Default-on; opt out with --no-verify.
| Flag | Default | Effect |
|---|---|---|
--verify | ON | Run the applicable verifier gate suite after assembly. Print structured JSON to stdout; exit 2 on any failure. |
--no-verify | — | Skip all gates. Logs WARNING: --no-verify opted out; output not validated to stderr so silent skips remain visible. Spritesheet mode (ADR-207 Rule 4): returns exit code 3 (VERIFIER_SKIPPED_EXIT_CODE) instead of 0 so orchestrators cannot silently mask spritesheet failures with the same exit status as success. Portrait + portrait-loop modes: retain exit 0 because their verifier surface is small enough (verify_no_magenta only) that an explicit skip is plausibly intentional. |
--allow-frame-duplication | OFF | Relax verify_frames_distinct from 70% to 100% duplicate-pct (ADR-208 RC-3). Use for spec-known sheets with legitimate frame repetition: idle loops where 8 frames repeat to fill 64 cells, taunt poses where the character holds a stance, or any animation where >70% duplicate-pct is the artist's intent. Without this flag the gate fires at 70% to catch the layout-drift signature where centroid mis-routing lands most cells on a few near-identical poses. |
--effects-asset | OFF | Opt INTO content-aware routing on a DENSE grid (>= 4x4 with >= 16 cells). Use ONLY for sparse-but-cross-boundary content: fire breath, plasma trails, projectile auras. Keep dense character grids on strict-pitch slicing because content-aware routing can drop cells via centroid drift (ADR-207 RC-1). |
Per-mode gate selection:
| Mode | Entry | Gates |
|---|---|---|
| spritesheet | sprite_pipeline.py run_pipeline | verify_no_magenta, verify_grid_alignment, verify_anchor_consistency, verify_frames_have_content, verify_frames_distinct, verify_pixel_preservation (when {name}_sheet_raw.png is present), verify_raw_vs_final_cell_parity (ADR-207 Rule 3 — same precondition as verify_pixel_preservation) |
| portrait | portrait_pipeline.py run_pipeline (mode=portrait) | verify_no_magenta (single-image mode; per-cell gates do not apply) |
| portrait-loop | portrait_pipeline.py run_portrait_loop | verify_no_magenta, verify_frames_have_content, verify_frames_distinct, verify_anchor_consistency |
Output JSON shape on stdout (last thing the pipeline prints before exit):
{
"passed": false,
"verifier_verdict": "FAIL",
"gates_run": ["verify_no_magenta", "verify_grid_alignment", ...],
"failures": [{"check": "verify_no_magenta", "file": "...", "details": {...}}],
"backends_available": {"codex": true, "nano_banana": true},
"elapsed_seconds": 0.21
}
verifier_verdict (ADR-207 Rule 2) is the contracted consumer-facing field. Manifest writers, orchestrators, and downstream classifiers MUST derive their own status fields from this string; the toolkit's write_manifest_record writer asserts at write time that verifier_verdict == "PASS" implies an empty verifier_failures list (and vice versa).
Exit codes:
passed: true (or --no-verify for portrait / portrait-loop modes).--no-verify was passed in spritesheet mode (ADR-207 Rule 4 — VERIFIER_SKIPPED_EXIT_CODE). Orchestrators that explicitly want to skip spritesheet verification must explicitly accept exit code 3.Both pipelines emit diagnostic logs via stdlib logging on stderr. Verifier JSON and other structured machine-readable output stays on stdout. Logger name pattern: sprite-pipeline.<module> (e.g., sprite-pipeline.sprite_pipeline, sprite-pipeline.sprite_bg). Default level: INFO.
| Flag | Default | Effect |
|---|---|---|
| (none) | — | INFO level. Phase boundaries, backend selection, asset paths, per-phase status. |
--quiet / -q | — | WARNING level. Suppresses INFO chatter; only fallback warnings + errors reach stderr. Mutually exclusive with --verbose. |
--verbose / -v | — | DEBUG level. Adds detailed parameter dumps and intermediate counters. Mutually exclusive with --quiet. |
Stream contract: stdout carries structured output (verifier JSON, generated paths); stderr carries diagnostic logs. Redirect them independently (e.g., python3 sprite_pipeline.py ... 1>out.json 2>logs.txt).
Error: "BackendUnavailableError: No image-generation backend available"
codex CLI nor GEMINI_API_KEY/GOOGLE_API_KEY is available.npm install -g @openai/codex or per-OS) and run codex auth, OR set GEMINI_API_KEY (or GOOGLE_API_KEY) in your environment to use the Nano Banana fallback. Both paths use keys the user already holds; pick whichever is available. Never set OPENAI_API_KEY for this skill — direct OpenAI calls are not an authorized path.Error: "Aspect ratio X outside allowed range [1:1.5, 1:2.5]"
--force-dimensions (logs loudly, should not become routine).Error: "Frame count mismatch: detected 6 components, grid expected 8"
--chroma-threshold to tighten the bg mask. See references/frame-detection.md.Error: "Codex CLI grid-template input not supported"
Error: "rembg not installed"
--bg-mode rembg requested without the opt-in dependency.pip install rembg onnxruntime (~200MB ONNX model). Or re-run with default magenta chroma key.Error: "road-to-aew directory not found at ~/road-to-aew"
--target road-to-aew resolves to a path that does not exist.--target-dir <explicit-path> or clone the repo to ~/road-to-aew. The deploy step refuses to guess.What it looks like: A verifier flags a blank cell, clipped fire, missing silhouette, or any other final-asset defect. The reflex is to re-run codex exec to redraw the raw with a different prompt or seed. STOP.
Why wrong: Codex generation is treated as ground truth. The raw PNG in <your-output-dir>/raw/<slug>.png is what Codex painted, and it is almost always correct. If the final-sheet shows blank cells, clipped effects, or missing silhouettes, the bug is in one of the post-processing steps:
slice_grid_cells derived the wrong pitch (raw_size / grid math) and cut the cell at the wrong placeslice_with_content_awareness claimed a component to the wrong cell (centroid mapping bug)chroma_pass2_edge_flood, kill_pink_fringe, neutralize_interior_magenta_spill) ate the silhouetteThe user's framing: "the codex generation has never failed, it is working perfectly, the rest has failed."
Do instead: Open the raw and the final side-by-side. Confirm the raw has the content (it almost always does). Trace which post-processing step lost it. Specifically for boundary clipping (asset 27 dragon flame, asset 30 plasma trail): set has_effects: True and/or content_aware_extraction: True in the spec to use slice_with_content_awareness, which expands cell windows to recover content extending past conceptual cell boundaries.
Caveat (ADR-207 RC-1, dense-grid downgrade): on dense grids (cols * rows >= 16 AND both dims >= 4 — i.e. 4x4 and denser), the slicer dispatch in sprite_pipeline.py and cmd_extract_frames silently downgrades --content-aware-extraction (and the spec's content_aware_extraction / has_effects slicer leg) to strict-pitch with a WARNING log because content-aware routing on Codex's fractional-pitch raws drops cells via centroid drift. To opt INTO content-aware on a dense grid for genuine sparse effects assets, also pass --effects-asset (orchestrator-side) or set effects_asset: True (spec-side). Character grids with arms touching cell edges should stay on the strict slicer and rely on verify_raw_vs_final_cell_parity to flag genuine slicing bugs.
See references/error-catalog.md for the full diagnostic procedure.
What it looks like: Adding a try/except that falls back from Codex CLI → api.openai.com direct / remove.bg / any service whose billing relationship the user did not establish.
Why wrong: The user-owned-key clause (PHILOSOPHY.md, ADR-198) authorizes fallbacks gated on environment variables the user explicitly set — Codex's auth and GEMINI_API_KEY/GOOGLE_API_KEY for Nano Banana qualify because the user holds the keys. A fallback that hits a service the toolkit pays for, or that silently charges a card the user never connected, does not. That's the failure mode the Local-First principle exists to prevent.
Do instead: Stop at the two authorized backends (Codex CLI, then Nano Banana via user-set Gemini key). When neither is available, raise BackendUnavailableError with both fix paths in the message. Adding a third backend requires a new env-var-gated path AND an ADR amendment — never a silent runtime fallback.
What it looks like: frame = sheet.crop((col*CELL, row*CELL, (col+1)*CELL, (row+1)*CELL)) for every cell.
Why wrong: Generated frames drift within their cells (the model does not respect grid boundaries precisely). Naive cropping captures neighbor-cell pixels and truncates the current sprite.
Do instead: Use connected-components clustering (flood-fill from non-magenta pixels, bound each cluster by its actual pixel extent). See references/frame-detection.md.
What it looks like: Prompting "transparent background" and consuming the output PNG directly.
Why wrong: Both Codex CLI and Nano Banana produce backgrounds that are nominally transparent but often have magenta/white/gray fringing, full-opacity backgrounds, or inconsistent alpha. Downstream consumers get dirty assets.
Do instead: Always post-process: prompt for a known chroma color (magenta #FF00FF), then run local bg removal. Two-pass flood fill handles feathering. references/bg-removal-local.md has the algorithm.
What it looks like: Every pipeline run opens a contact-sheet viewer and waits for user confirmation.
Why wrong: Blocks automation (batch generation of 50 wrestlers), adds cognitive load, and prevents reproducibility. The user is not always at the keyboard.
Do instead: Deterministic auto-curation is the default (rank by edge-touches → scale variance → seed). Expose --curate for cases where the automated pick is visibly wrong. Reproducibility matters more than picking the single prettiest variant.
references/style-presets.md — full catalog of 9 era/hardware presets, prompt fragments, --style custom slot.references/wrestler-archetypes.md — 9 color archetypes, 10 gimmick types, tier modifiers (Act 1/2/3).references/grid-shapes.md — cell-size table, grid validation, direction-to-row mapping.references/prompt-rules.md — ART_STYLE, CHAR_STYLE, GRID_RULES slot content; negative prompts.references/backend-chain.md — Codex CLI invocation pattern, auth checks, failure modes.references/frame-detection.md — connected-components algorithm, minimum-separation gap, component filter.references/anchor-alignment.md — shared-scale percentile, bottom-anchor math, horizontal centering.references/bg-removal-local.md — two-pass chroma, rembg opt-in, anti-patterns.references/output-formats.md — PNG / GIF / WebP / atlas JSON / strips matrix per mode.references/error-catalog.md — error message → cause → fix, per phase.references/road-to-aew-integration.md — snake_case naming, deploy paths, manifest regen.references/subagent-delegation.md — subagent boundary rules: who generates, who composes, who finalizes.references/vfx-containment.md — VFX containment ruleset: allowed/forbidden effects, per-state rules.Demo orchestrators (e.g. <your-output-dir>/generate.py) should be idempotent: running them again on a partial output skips assets whose assets/<slug>/final.png (or final-sheet.png) AND meta.json already exist. This saves ~30-60s per asset of Codex CLI time when iterating. The pattern:
def _is_done(asset_dir: Path) -> bool:
if not (asset_dir / "meta.json").exists():
return False
if (asset_dir / "final.png").exists() or (asset_dir / "final-sheet.png").exists():
return True
return False
def run_one(spec, force=False):
if not force and _is_done(asset_dir):
return existing_meta # log "skipping" + return
...
Provide --force to override (re-run all) and --force-slug <prefix> to re-run a specific asset. Document the behavior in the orchestrator's docstring so future maintainers don't accidentally regenerate everything.
phaser-gamedev — downstream consumer of spritesheet output (atlas JSON with frameDurations and animationTimings).threejs-builder — may consume portrait output for 3D card framing.game-asset-generator — sibling umbrella for 3D models / textures / matrix-driven pixel art. Its references/pixel-art-sprites.md redirects AI-driven sprite work here.game-pipeline — parent lifecycle orchestrator; slot this skill under its ASSETS phase when building a new game.motion-pipeline — CPU-only motion data processing; can provide BVH-derived reference frames for video-to-sprite extraction.