Install
openclaw skills install @xwchris/pixel-asset-compilerCompile AI-generated pixel character references and separately named action sheets into deterministic, validated game assets. Use when Codex needs to inspect sprite actions, build or verify a sprite-asset manifest, remove flat backgrounds, slice and align frames, preserve detached effects, audit cross-frame consistency, request targeted regeneration for failed actions, package generic assets, or export a Godot 4 AnimatedSprite2D scene. Trigger for PNG sprite sheets, action strips, animation consistency checks, game-ready sprite exports, and AI-to-game asset workflows.
openclaw skills install @xwchris/pixel-asset-compilerTurn upstream AI sprite outputs into deterministic game assets. Keep semantics with the user or upstream generator; keep image processing and packaging with pixel-asset.
Require this package shape:
character-source/
├── reference.png
├── actions/<action>.png
└── sprite-asset.manifest.json
Require one image per named action plus explicit fps, loop, and expected frame count when known. Read references/manifest-v1.md before creating or changing a manifest.
Never invent action names, direction, FPS, loop behavior, or missing actions. Ask for missing semantics. Do not redraw supplied content or use normalization to hide identity, scale, weapon, or costume drift.
Prefer pixel-asset from PATH. If developing inside this repository, run npm run cli:build and use packages/pixel-asset-cli/dist/pixel-asset.cjs.
If unavailable, install the published CLI from npm:
npm install --global pixel-asset-compiler
sprite-asset.manifest.json; keep fidelity options off unless the user explicitly requests reduced pixel scale or palette.pixel-asset inspect --input <input-dir>. Stop on ambiguity and request the exact missing override or a regenerated action.pixel-asset compile --input <input-dir> --output <asset-dir>.pixel-asset audit --input <asset-dir> and read references/quality-gates.md.pixel-asset validate --input <asset-dir>.pixel-asset export --target godot --input <asset-dir> --output <godot-dir>..tscn headlessly or in the target project before claiming completion.For a deterministic end-to-end run, execute:
node <skill-dir>/scripts/run-workflow.mjs \
--input <character-source> \
--output <generic-asset-dir> \
--target godot \
--target-output <godot-asset-dir>
The script writes a workflow report and exits 0 only when all quality gates and the requested export pass. Exit 2 means user input or targeted regeneration is required.
Treat deterministic failures as evidence, not permission to guess.
Do not report success from GIF appearance alone. Require audit.passed, validation.passed, the requested exporter result, and real engine loading when the engine is available.
Report: