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cg-gen-sprite
Generate Cogshambo or Mettascope-style pixel art sprites using Retro Diffusion on Replicate
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Generate Cogshambo or Mettascope-style pixel art sprites using Retro Diffusion on Replicate
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | cg.gen-sprite |
| description | Generate Cogshambo or Mettascope-style pixel art sprites using Retro Diffusion on Replicate |
| args | <description> [--model rd-plus|rd-fast|rd-animation|rd-tile] [--style STYLE] [--size WxH] [--category cogs|agents|objects|resources|terrain|icons|actions] [--name filename] |
Generate pixel art sprites with tools/gen_sprite.py.
Source: copied and adapted from metta-ai/metta skills/cg.gen-sprite and tools/gen_sprite.py at commit
104d3d15a851442dc28e03fe30c26d0055e41f0c.
REPLICATE_API_TOKEN is set.replicate package is installed, or run through uv with --with replicate.--category cogs for custom Cogshambo cog sprites.tools/gen_sprite.py with an explicit --name so the generated file is stable.public/assets/cogshambo/<category>, which Vite serves at
/assets/cogshambo/<category>/<name>.png.--model rd-animation --style four_angle_walking.uv run --with replicate python tools/gen_sprite.py "<description>" [options]
Key options:
| Flag | Default | Notes |
|---|---|---|
--model | rd-plus | rd-plus, rd-fast, rd-animation, rd-tile |
--category | cogs | cogs, agents, objects, resources, terrain, icons, actions |
--style | auto | style preset for the model |
--size | auto | WxH; cogs and agents default to 192x192 |
--name | auto | output filename without extension |
--num | 1 | variants |
--seed | random | reproducibility |
--palette | none | match an existing sprite palette |
--tile-x, --tile-y | false | seamless tiling |
--no-remove-bg | false | keep background |
--output-dir | auto | override output directory |
--dry-run | false | print settings without calling Replicate |
Common category defaults: cogs/agents 192x192, objects 128x128, resources/icons/actions 64x64, terrain
512x512.
uv run --with replicate python tools/gen_sprite.py \
"brass debate cog with teal glass eye, readable top-down game sprite, transparent background" \
--category cogs \
--name brass_debate_cog
uv run --with replicate python tools/gen_sprite.py \
"armored scout cog, four directional walking cycle, pixel art, transparent background" \
--category agents \
--model rd-animation \
--style four_angle_walking \
--name scout_cog_walk
uv run --with replicate python tools/gen_sprite.py \
"glowing argument token, teal and amber, crisp pixel art icon" \
--category icons \
--name argument_token
Use when designing or repairing a CoGames-style game and the main risk is that the rules, map, roles, or play loop do not yet match the real game or prompt closely enough.
Use when creating a new mettagrid game from scratch and you need the design-first workflow that writes the rules contract, checks engine fit, and hands a clean build plan to `cg.game.build-game`.
Use when a CoGames-style game already works visually and mechanically and now needs to be split into a composable variant registry, dependency tree, and optional curriculum tree without regressing the default game.
Use when implementing or overhauling a CoGames-style game once the target contract is known, including scaffold, registration, mechanics, assets, and variant factoring.
Use when designing or repairing a CoGames-style game and the main risk is that the rules, map, roles, or play loop do not yet match the real game or prompt closely enough.
Use when a CoGames-style game is mechanically working but still has missing, placeholder, wrongly themed, or non-namespaced art, terrain, or atlas entries.