Spritecook generate sprites
Still-image generation guide for SpriteCook. Use with spritecook-workflow-essentials when generating pixel art or detailed/HD assets, choosing models, and keeping style consistency with reference assets.From its SKILL.md
npx -y skills add SpriteCook/skills --skill spritecook-generate-spritesAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
SKILL.md
10.6 KB, as published. Nobody here has run it
SpriteCook Generate Sprites
Use this skill for still-image generation. Pair it with spritecook-workflow-essentials for credits, manifests, safe downloads, and shared defaults.
Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.
For a complete UI screen or cohesive UI system, stop and use spritecook-build-ui-kits instead. The UI-kit workflow creates one coherent concept before extracting reusable controls and states. Keep generate_game_art(mode="ui") for one isolated icon, badge, button, control, divider, frame, or decoration.
Tool
generate_game_art
Generate game art assets from a text prompt. Supports both pixel art and detailed/HD styles. Returns a job immediately by default; follow the returned poll.tool and poll.arguments until the assets are ready. Pass wait_seconds only when an explicit bounded wait is useful.
| Parameter | Type | Default | Description |
|---|---|---|---|
prompt | string (required) | - | What to generate. Be specific about subject, pose, and view angle |
width | int | 64 | Width in pixels (16-512) |
height | int | 64 | Height in pixels (16-512) |
variations | int | 1 | Number of variations (1-4) |
pixel | bool | true | True for pixel art, false for detailed/HD art |
bg_mode | string | "transparent" | "transparent", "white", or "include" |
theme | string | null | Art theme context, e.g. "dark fantasy medieval" |
style | string | null | Style direction, e.g. "16-bit SNES style" |
aspect_ratio | string | "1:1" | "1:1", "16:9", or "9:16" |
smart_crop | bool | true | Auto-crop to content bounds |
smart_crop_mode | string | "tightest" | Use "tightest" by default. Use "power_of_2" only when explicitly requested |
model | string | null | Optional generation model. Call list_generation_models for current options and costs. |
mode | string | "assets" | "assets", "texture", or "ui". Use "ui" only for one isolated UI asset; use spritecook-build-ui-kits for screens or systems. |
resolution | string | "1K" | "1K", "2K", or "4K" |
quality | string | "medium" | GPT-Image-2 quality tier: "low", "medium", or "high". Higher quality costs more credits. |
colors | string[] | null | Hex color palette, max 64 |
style_asset_ids | string[] | null | Owned asset IDs to use as ambient style guide images, max 10 |
reference_asset_id | string | null | Asset ID to use as one specific visual/context reference |
edit_asset_id | string | null | Asset ID to edit/modify with the new prompt |
wait_seconds | int | 0 | Optional bounded wait from 0-90 seconds before returning the polling contract |
Referenced assets must belong to the user's account. style_asset_ids can be combined with either reference_asset_id or edit_asset_id. Do not combine reference_asset_id and edit_asset_id.
If the user provides local image file paths for these references, use spritecook-upload-assets first and pass the returned asset IDs into the appropriate reference field.
Reference Roles
- Use
style_asset_idsfor style guide images: ambient style, palette, proportions, rendering, and art-direction context. This is the normal choice when generating a new related asset that should match an existing collection, such as giving three existing buildings as style guides before asking for a new building type. SpriteCook already treats these images as style references; mention them in the prompt only when the user wants a specific trait called out. - Use
reference_asset_idwhen one specific asset is the source or context for the prompt, such asmake a building in a similar style to this one,give me just the door sprite, oruse this character as the visual reference. - Use
edit_asset_idwhen the user wants a direct modification of one existing asset, such asmake this roof red,remove the sign, orchange the helmet color.
list_generation_models
List available still-image generation models, pixel-art support, reference-image limits, supported quality options, and SpriteCook credit costs per image. Call this when choosing a model or when the user asks what models/costs are currently available.
list_character_workflows
List guided pixel-art character perspectives, default animation ids, source-view/prep requirements, frame counts, and credit estimates.
Perspectives and preset animations:
| Perspective | Defaults | Presets |
|---|---|---|
platformer | idle, walk, jump | idle, walk, jump, run, attack, hurt, death |
isometric | idle, walk_down, walk_right | idle, idle_back, walk_down, walk_right, jump_back, jump_front, run_down, run_right, attack, hurt, death |
topdown | idle, walk_up, walk_right, walk_down | idle, idle_back, idle_right, walk_up, walk_down, walk_right, attack, hurt, death |
generate_character
Generate a base pixel-art character with SpriteCook's recommended character settings: 64x64, transparent background, 1K square, tight smart crop, and the perspective-specific character prompt rewrite. Returns a job immediately by default; when complete, the first generated asset is the character_id.
| Parameter | Type | Default | Description |
|---|---|---|---|
prompt | string (required) | - | Character description |
perspective | string (required) | - | platformer, isometric, or topdown |
model | string | null | Optional generation model. Call list_generation_models for current options and costs. |
quality | string | "medium" | GPT-Image-2 quality tier: "low", "medium", or "high" |
wait_seconds | int | 0 | Optional bounded wait from 0-90 seconds before returning the polling contract |
generate_character_animations
Generate preset and/or custom animations for a base character asset. Returns a character-animation run immediately by default; follow the returned polling contract until canonical assets entries are ready.
| Parameter | Type | Default | Description |
|---|---|---|---|
character_id | string (required) | - | Base character asset id returned by generate_character |
perspective | string (required) | - | Same perspective used for the base character |
animation_ids | string[] | perspective defaults | Preset ids from list_character_workflows |
custom_animations | object[] | null | Custom animations with { id, label, prompt, source_view, output_frames } |
bg_removal_provider | string | "basic" | basic or photoroom |
wait_seconds | int | 0 | Optional bounded wait from 0-90 seconds before returning the polling contract |
Custom animations use the custom prompt as the final animation prompt and skip preset prompt enhancement. source_view defaults to front_idle; if another source view needs prep, SpriteCook uses the matching workflow prep dependency for that perspective.
Example custom animation:
{
"label": "Spin Attack",
"prompt": "Spin in place with a quick sword slash, looping cleanly.",
"source_view": "right_walk",
"output_frames": 8
}
check_character_animation_run
Check a guided character animation run by id. Returns run status, item statuses, canonical generated assets, prep state, failures, and credits.
Async Result Contract
- Follow the returned
poll.toolwith its exactpoll.arguments; usecheck_job_statusfor jobs andcheck_character_animation_runfor character-animation runs. - Treat
operation_idas the generic operation identifier while retainingjob_idorrun_idfor the matching poll tool. - On success, use each asset's
asset_idandsprite_url. Usespritesheet_urlonly when an animation also provides a spritesheet. - If a successful response contains
warning.code="asset_output_unavailable", execute the suppliedwarning.recoverytool call instead of searching arbitrary nested URL fields.
Working Style
- Be specific about subject, pose, camera/view angle, and key materials.
- Call
list_generation_modelswhen current model names, pixel-art support, quality options, or credit costs matter. - When the user asks to use a saved preset, use
list_presetsandget_preset_settingsfirst, then map the returned prompt, style, model, size, color, and reference guidance intogenerate_game_art. - Use
list_character_workflows,generate_character, andgenerate_character_animationswhen the user wants a directly usable animated character set. - Route menus, HUDs, inventories, dialogs, settings screens, overlays, and other complete UI compositions to
spritecook-build-ui-kits. - Default to pixel art unless the user asks for HD, detailed, smooth, realistic, or high-res output.
- When the user wants the same character or item in multiple outputs, generate one canonical still asset first and reuse that asset ID.
- Use
style_asset_idsfor follow-up generations that should keep the same visual style, especially when a preset returnssettings.reference.styleAssetIds. - Use
reference_asset_idwhen the prompt depends on one specific visual/context reference asset. - Use
edit_asset_idwhen directly modifying one existing SpriteCook asset. - Do not generate multiple independent still variations when the real goal is one consistent character plus later animations.
- Prefer
smart_crop_mode="tightest"unless the user explicitly asks for"power_of_2".
Consistency Rules
- For a motion set like idle, walk, attack, or hurt: generate the base character once, then animate that exact
asset_idseparately for each motion. - For asset variations that should stay recognizably the same design, prefer
edit_asset_idfor direct modification orstyle_asset_idsfor style guidance over a brand-new unreferenced generation. - Only skip a reference when the user explicitly wants different designs to explore.
Pixel Art vs Detailed Art
Pixel art (pixel: true, default):
- Crisp hard edges, no anti-aliasing, visible pixel grid
- Automatic pixel-perfect post-processing for clean grid alignment
- Best for retro games, indie games, and 8-bit/16-bit projects
Detailed/HD art (pixel: false):
- Smooth gradients, fine detail, anti-aliased edges
- Higher fidelity output without pixel grid constraints
- Best for HD 2D games, concept art, and marketing assets
Choose based on the game's art direction. When the user does not specify, default to pixel art.