Turn a character anchor into an engine-loadable animated spritesheet by generating ONE labeled pose-board image (a grid of the same character in the frames of an action) and slicing it. Works for any action — idle, run, jump, attack, hurt, crouch, death,…
Infer structure/metadata from Aseprite files (.ase/.aseprite; common typo .aes): parse headers/frames/chunks (layers, cels, tags, slices, palettes, tilesets), compute durations/bounds, and generate JSON for engines/tools.
Asset pipeline utilities for 2D game projects: validate an asset manifest against PNGs on disk, probe sprite sheets/tilesets to find non-empty grid frames, and report PNG dimensions. Use when adding/updating art, debugging missing/unused assets, auditing…
Recover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs. Use for snap-to-grid cleanup, native-resolution sprite assets, palette-quantized game art, and known-layout spritesheets. Bundles self-contained Node scripts (no…
Enhanced skill creation framework emphasizing philosophy-first design, anti-pattern prevention, and variation encouragement. Use when creating new skills, improving existing skills, analyzing skill quality, or when users request help designing effective…
Build 3D browser apps AND games with Three.js (r150+, ES modules): scene setup, geometries, materials, lighting, animation, GLTF models, physics (Rapier/cannon-es/arcade), character controllers, follow/third-person cameras, fixed-timestep loops,…
Drive a real browser to play a game and prove it works — smoke checks, scripted bot playtests, softlock detection, canvas/WebGL determinism, screenshots and visual diffs — via `vg playtest` (agent-browser). Use for canvas/WebGL games (Phaser, Three.js) and…
REQUIRES `uv` + Python 3.12 and a one-time `git clone` — unlike the other asset skills, this one is not Node-only. Turn a generated reference image into a rigged, procedural Three.js prop — code, not a mesh file. Generate ONE clean product-shot reference with…