pixel-art · git:20261010.4ade947 · 2026-10-10 · sha256 0b66956dbc6db1ac
pixel-art git:20261010.4ade947A
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--- name: pixel-art description: "Generate pixel-art assets — sprites, items, tiles, portraits — at a specific resolution with pixel-perfect grid, limited palette, retro feel." license: MIT compatibility: [Cursor, Claude Code, Windsurf, Codex] category: 2d-assets user-invocable: true allowed-tools: Read Grep Glob Write Edit summer_generate_image summer_search_assets summer_import_from_url summer_set_resource_property paths: ["assets/**", "art/pixel/**", "sprites/**"] --- # pixel-art — Pixel-Perfect Sprites and Tiles This skill generates pixel-art sprites, items, tiles, icons and portraits at a target resolution (32×32, 64×64, 128×128). Pixel art has hard constraints (grid alignment, limited palette, no anti-aliased edges) that diffusion models break by default. The prompt patterns and post-processing below make the output read as pixel art instead of a blurry small image. **Backing tool:** `summer_generate_image` with an explicit pixel-art prompt. Two things about that tool you have to know before writing a call, because both silently do nothing: - **There is no `"pixel"` style preset.** `style` accepts exactly `realistic`, `cartoon`, `anime`, `none`; anything else is coerced to `none`. Only `cartoon` and `anime` do anything at all (they append a short suffix); `realistic` and `none` append nothing. So `style: "pixel"` is identical to `style: "none"` — the pixel look has to come entirely from the prompt. Use `style: "none"`. - **`options` is not a general passthrough.** The MCP tool forwards `options` to the server, which only recognizes Nano Banana provider keys: `seed`, `outputFormat`, `safetyTolerance`, `syncMode`, `systemPrompt`, `limitGenerations`, `thinkingLevel`. `image_size` and `negative_prompt` are not among them and are dropped without an error. There is no size or aspect-ratio argument on this tool at all — MCP images come back at the server's 1:1 default. Put framing and exclusions in the prompt text instead. Pixel-perfect output is enforced in Summer Engine with Nearest texture filtering and by downscaling to the target resolution after generation. ## When to use - "Generate a 32×32 sword icon for the inventory." - "I need a pixel-art portrait of the merchant for the dialogue UI." - "Make a 64×64 enemy sprite — a slime monster." - "Generate a tileset for a grass / dirt / stone biome at 16×16 per tile." - The game has a pixel-art aesthetic and the user wants assets in-style. ## When NOT to use - The user wants a high-resolution painterly portrait → `character-portrait`. - The user wants animated frames (walk cycle, attack) → `sprite-sheet` (pixel art is harder for sprite sheets — read that skill's caveats). - The user wants a tileable seamless texture (not pixel art) → `tileable-texture`. - The game is 3D / non-pixel — verify the user actually wants pixel before generating. ## Steps ### 1. Lock the resolution and palette Ask the user (or read `.summer/GameSoul.md`): - **Resolution per asset:** 16×16, 32×32, 64×64, 128×128 are standard. Sprites usually 32 or 64; portraits 64 or 128; icons 16 or 32. - **Palette:** named retro palette (NES 56-color, Game Boy 4-color green, PICO-8 16-color, Sweetie-16) OR custom hex list OR "no palette restriction." - **Outline:** hard black outline, colored outline, or no outline? Write to `.summer/pixel-anchor.md` so the rest of the cast/tileset stays consistent: ``` ## Pixel anchor base resolution: 32x32 per sprite palette: PICO-8 16-color outline: hard 1px dark outline (NOT pure black — use the palette's darkest color) shading: 3-tone (light, mid, shadow), no gradients, no AA ``` ### 2. Search for existing assets ``` summer_search_assets(query="<subject> pixel", assetType="2d_image", source="all") ``` ### 3. Build the prompt Pattern: ``` pixel art <subject>, <resolution>, <palette>, <outline rule>, <shading rule>, no anti-aliasing, no blur, sharp pixel edges, transparent background ``` The model can't actually generate at 32×32 — it generates at 1024×1024 with pixel-art *style*. You then downscale to the target resolution post-import for crisp pixels. ### 4. Generate ``` summer_generate_image( prompt="pixel art slime monster, 32x32 sprite, PICO-8 palette, hard 1px outline in palette's darkest color, 3-tone shading, no anti-aliasing, no blur, sharp pixel edges, front-facing. Not blurry, no smooth gradients, no soft edges, not photorealistic, no 3D render.", model="nano-banana-2", style="none", removeBackground=true ) ``` Two deliberate choices there: - **The negations live in the prompt.** There is no `negative_prompt` argument — putting one in `options` is dropped silently. Diffusion models honor in-prompt negations less reliably than a real negative-prompt field, so state them as plain sentences at the end and expect to regenerate more often than you would on a provider UI that exposes the field. - **`removeBackground: true` is a top-level argument**, not an `options` key. It runs a background-removal pass after generation and returns a PNG with true alpha. Prefer it over asking for "transparent background" in the prompt, which makes models paint a literal checkerboard. ### 5. Downscale to target resolution The generated image is 1024×1024 pixel-style. To get true crisp pixels at 32×32: - Import to the engine, then in the import dock set `Filter: Nearest` (no smoothing). - For a true 32×32 atlas/icon, downscale in an external editor (Aseprite, GIMP "nearest neighbor") to 32×32 before importing. Aseprite's "Sprite > Sprite Size" with Nearest gives the cleanest result. - In Summer Engine, set `Project Settings → Rendering → Textures → Default Texture Filter: Nearest` if the entire game is pixel art. This disables bilinear smoothing project-wide. ### 6. Import and wire ``` summer_import_from_url(url="<fileUrl>", path="res://sprites/slime.png") ``` For a `Sprite2D`: ``` summer_set_prop( scenePath="res://main.tscn", path="./Slime/Sprite2D", key="texture", value="res://sprites/slime.png" ) ``` `texture` is a property **on the node**, so it is `summer_set_prop`. `summer_set_resource_property` is for reaching *inside* a resource the node already holds (mesh size, material albedo) and needs all five of `scenePath`, `nodePath`, `resourceProperty`, `subProperty`, `value` — there is no two-argument form. Confirm `Filter: Nearest` is set in the import dock OR project-wide. ## Prompt patterns | Goal | Prompt that works | Why | |---|---|---| | Item icon (32×32) | `pixel art iron sword icon, 32x32, NES palette, hard outline, 3-tone shading, no AA, sharp edges, transparent background, three-quarter view` | Three-quarter view reads better than pure side at 32px | | Character sprite (64×64) | `pixel art knight character sprite, 64x64, PICO-8 palette, hard 1px outline, 3-tone shading, front-facing idle pose, no AA, sharp edges, transparent background` | Specifying "idle pose" prevents action poses that don't tile into a sheet | | Pixel portrait (128×128) | `pixel art portrait of a young witch, 128x128, custom muted fantasy palette, hard outline, 4-tone shading, bust framing, looking forward, no AA, no blur, transparent background` | Higher resolution allows 4-tone shading; 32px is too small for that | | Tileset (16×16/tile) | `pixel art top-down tileset, grass-to-dirt transition, 16x16 per tile, 3x3 grid layout, NES palette, hard outline between tiles, 3-tone shading, no AA, sharp edges` | Tilesets render best in a labeled grid layout | | Background object (64×64) | `pixel art mossy boulder, 64x64, fantasy palette, hard outline, 3-tone shading, no AA, transparent background, three-quarter view` | Background props benefit from three-quarter for depth | | GB-style asset (Game Boy) | `pixel art skeleton enemy, 32x32, Game Boy 4-color green palette (#0f380f, #306230, #8bac0f, #9bbc0f), hard 1px outline, 2-tone shading, no AA` | Naming the 4 hex codes locks the palette | ### Bad prompts (and why) | Bad | Failure mode | |---|---| | `8-bit sword` | "8-bit" is interpreted loosely. Returns a smooth render of a sword with vague pixel feel. Specify resolution + palette + "no AA" explicitly. | | `pixel art knight, photorealistic` | Conflicting directives. Model averages and gives you neither. | | `pixel art at 32x32` with no negations | Model adds soft edges and gradient shading. Always spell out "no anti-aliasing, no blur, no smooth gradients" in the prompt itself — there is no negative-prompt argument to fall back on. | | `pixel sprite walk cycle` | Walk cycles need consistent frames — single-prompt sprite sheets fail. Route to `sprite-sheet`. | | `cute pixel art` | "Cute" without subject is undefined. Specify what. | ## Anti-patterns - **Skipping the downscale.** The model returns a 1024×1024 pixel-style image. If you import that as a 1024 texture, the "pixels" are actually 32-pixel blocks of soft color. Downscale to true target resolution OR set `Filter: Nearest` so the up-rendering doesn't smooth. - **No `Filter: Nearest`.** The default texture filtering is bilinear. Set Nearest on import or project-wide for pixel art. - **Reaching for `negative_prompt` or `image_size`.** Neither exists on this tool; both are dropped without an error, so the call looks like it worked and the output is off-style. Negations go in the prompt text; size is fixed. - **Inconsistent palette across the cast.** Pick a named palette (PICO-8, NES, custom hex list) and re-use across every asset in the project. Different palettes = the project doesn't read as one game. - **Generating walk-cycle frames as one image.** Sprite sheets via single-prompt are unreliable. Route to `sprite-sheet`. ## Edge cases - **User wants animated pixel sprites.** Generate base sprite here, then per-frame variants via img2img with the base as `referenceImageUrl`. For more than 2-3 frames, route to `sprite-sheet` (and read its caveats). - **User wants the entire game in pixel art.** Set `Project Settings → Rendering → Textures → Default Texture Filter: Nearest` once. Saves you from re-setting it on every import. - **User wants a high-res "pixel art" portrait that's not actually pixelated** (faux-pixel-aesthetic at full resolution). That's `character-portrait` with a "pixel art aesthetic" prompt — not this skill. - **User specifies a palette like "Sweetie-16" or "Endesga-32" and the model ignores it.** Name the hex codes explicitly. Palette names alone are unreliable below the top 5-10 famous ones. - **Tilesets need to tile cleanly.** Pixel-art tile-edge cleanliness from raw generation is poor. Generate the tile grid, then fix edge seams by hand in Aseprite. ## Fallback (no MCP) Print the call: ``` summer_generate_image( prompt="<pixel art prompt with full anchor>. Not blurry, no smooth gradients, no anti-aliasing.", model="nano-banana-2", style="none", removeBackground=true ) ``` The Summer dashboard *does* expose size and negative-prompt controls that the MCP tool does not — if the user is running it there, tell them to set square + a real negative prompt. Tell the user to run via the Summer dashboard, downscale in Aseprite/GIMP to true target resolution with nearest-neighbor, then `summer_import_from_url` (or drop into `res://sprites/`) and set `Filter: Nearest`. If MCP is offline entirely: open Aseprite or Piskel and hand-author the asset. For pixel art at small resolutions, hand-authoring is often faster than fixing a generation. ## Handoff After the asset is wired: - **More assets in the same style** → re-invoke this skill, re-use the pixel anchor. - **Animation frames for the sprite** → `sprite-sheet` with the base sprite as anchor. - **Pixel UI** → re-invoke with UI subjects (icons, button frames) at appropriate resolution. - **Tilemap setup** → `scene-composition` for `TileMap` / `TileMapLayer` wiring. ## See also - `sprite-sheet` — animated pixel frames. - `character-portrait` — high-res counterpart. - `asset-strategy` — meta-router. - `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_image` schema.