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From pixelforge-mcp
Use when generating pixel art sprites, animations, backgrounds, thumbnails, or processing sprite sheets for games. Triggers on requests like "create a sprite", "generate pixel art", "make game assets", "split sprite sheet", "remove background from sprite".
npx claudepluginhub freema/pixelforge-mcp --plugin pixelforge-mcpHow this skill is triggered — by the user, by Claude, or both
Slash command
/pixelforge-mcp:pixel-art-generationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use PixelForge MCP tools to generate and process pixel art game assets.
Generates true pixel art sprites, tilesets, and animations via the Retro Diffusion API. Useful for quick 2D game prototyping and replacing placeholder art with cohesive pixel art.
Generates pixel-art sprites, tiles, icons, and portraits at fixed resolutions (16×16 to 128×128) with grid alignment, limited palette, and retro styling. Useful when building 2D games that need crisp pixel assets.
Generates pixel art sprites, animations, sprite sheets, and converts images to pixel art using 30+ palettes, dithering algorithms, and automated quality scoring for retro/indie game art.
Share bugs, ideas, or general feedback.
Use PixelForge MCP tools to generate and process pixel art game assets.
| Tool | When to Use |
|---|---|
forge_sprite | Single sprite — character, item, icon, UI element |
forge_animation | Animation frames — walk cycle, idle, attack, effects |
forge_background | Full game background/scene — no processing applied |
forge_thumbnail | Game thumbnail/screenshot — uses reference sprites |
process_sprite | Post-process existing PNG — crop, bg removal, split |
Always use background: "chromakey" for sprites and animations. This uses HSV-based green screen removal which is far more reliable than the old compositing equation approach.
chromakey — BEST — pure green #00FF00, HSV-based removal, clean edges, no artifactsblack / white — legacy compositing equation, can lose dark/light sprite pixelsforge_sprite
description: "green slime enemy with horns and glowing eyes"
outputPath: "public/assets/games/rpg/slime.png"
style: "neon"
background: "chromakey"
forge_animation
description: "green slime enemy"
action: "bouncing up and down"
frames: 4
frameDescriptions: ["idle resting on ground", "compressing flat", "stretching upward", "at peak of bounce"]
outputPrefix: "public/assets/games/rpg/slime"
names: ["idle", "compress", "stretch", "peak"]
style: "neon"
background: "chromakey"
Reference chain mode (default): Generates frame 0 first, then uses it as a reference image for all subsequent frames. This ensures consistent proportions, colors, and style across all frames. Each frame is a separate API call.
To use the legacy sprite-sheet mode instead: useReferenceChain: false
forge_background
description: "deep space with stars, subtle neon grid on horizon, nebula wisps cyan and purple"
outputPath: "public/assets/games/invaders/bg.png"
aspect: "3:4"
style: "neon"
forge_thumbnail
description: "space shooter, cyan spaceship vs rows of colorful aliens, dark space"
outputPath: "public/assets/games/invaders/thumbnail.png"
references: ["public/assets/games/invaders/ship.png", "public/assets/games/invaders/alien.png"]
aspect: "4:3"
frameDescriptions — explicit per-frame descriptions produce much better results than a generic actionchromakey background — prevents transparency artifactsuseReferenceChain: false with useTemplate: true — grid template mode as fallback| Style | Best For | Look |
|---|---|---|
neon | Arcade, space, cyberpunk | Glowing, vibrant, dark outline |
retro | Classic NES/arcade | 8-bit, limited palette, chunky |
gameboy | Monochrome | 4-color green, dithered |
snes | RPG, detailed | 16-bit, rich colors, detailed shading |
clean | Generic/versatile | Solid colors, dark outline |
| Alias | Speed | Quality | Notes |
|---|---|---|---|
nano-banana | Fast | Good | Default — best balance |
pro | Medium | Best | Best quality, use for hero assets |
gemini-flash | Fast | Good | Good for quick iteration |
chromakey background for sprites and animationssetDisplaySize() in game code