sprite-catalog · git:20260913.dd45fc1 · 2026-09-13 · sha256 46cdf7686e461c4b
sprite-catalog git:20260913.dd45fc1A
Immutable. This exact content never changes and is served at /api/v1/blob/46cdf7686e461c4b.
--- name: sprite-catalog description: > Full inventory of game images to generate. Use when the user wants sprites, tiles, UI, icons, portraits, or props scoped into an inventory before generation, especially when animation states or facings are missing. --- # Sprite catalog Ask the family first, then the row. Full list: [bundled image families](../../references/sprite-image-catalog.md). | Family | Typical sheets | |---|---| | actor-cycle | idle / walk / run / jump / fall / land / dash / climb / swim / sit | | actor-combat | attack-light / attack-heavy / hurt / death / block / parry / dodge / throw | | actor-face | portrait / talk-blink / viseme / turnaround | | enemy-cycle | same cycles as actor, plus spawn / enrage / downed | | projectile | bullet / arrow / magic-bolt / thrown / beam-head | | vfx | route to vfx-generate | | tileset | ground / wall / cliff / water / ladder / door / hazard | | prop | chest / crate / torch / vegetation / furniture / vehicle | | item-icon | weapon / armor / consumable / key / currency | | ui-hud | heart / meter / button / frame / cursor / prompt / numbers | | map-icon | pin / poi / player-arrow / fog-mask | | avatar-part | hair / eyes / mouth / brow / outfit — route to avatar-create | | shadow | blob / contact / jump-shrink | ## Generation handoff Record the generation brief: isolated subject, one style lock, transparent or chroma, no extra text, even cell grid for flipbooks. Actor sheets face one published direction per strip. 4-dir or 8-dir is extra strips, not one crowded collage. Neutral bind pose / idle first. Combat sheets do not bake sparks into the body (vfx is a separate plate). ## Iron rules - One family + one row per generate job. - Pixel size is published (16 / 32 / 48 / 64). Do not mix sizes on one atlas. - Hurtboxes stay hitbox-hurtbox data. The sprite can be larger than the box. - Wardrobe is sprite-skin slots, not a second skeleton. - Do not scrape copyrighted sprite rips into the repo. ## Accept The asset manifest covers every required state, facing, slot and fallback. It is a production plan, not proof that images have been generated or imported. ## Output and ownership Write an asset manifest with stable ID, family, required states/facings, logical cell size, style source, rights/provenance, priority, fallback and status (missing/draft/approved/imported). Distinguish optional art from blockers. This skill owns **what to produce**, not atlas packing. Send approved plates and the manifest to [sprite-atlas](../sprite-atlas/SKILL.md) for slicing, pivots and import metadata. A requested atlas family remains supported, but generating an image alone is not a packed-atlas deliverable.