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Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeHow this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:2d-animation-pipelineThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Define authoring, import, and state machine rules for 2D animations so they play correctly, transition cleanly, and stay within performance budgets.
Defines animation state machine patterns for gameplay: state grouping, transition ownership, event contracts, sync rules. Useful when complex animation causes gameplay bugs or transitions are hard to reason about.
Generates animated 2D sprite sheets (walk cycles, attack frames, idle, death) and wires them into AnimatedSprite2D/SpriteFrames. Offers per-frame img2img, single-call sheet generation, or manual authoring paths.
Creates and manages pixel art sprite animations: adds, deletes, duplicates frames; sets durations; creates/deletes tags; links cels using Aseprite tools.
Share bugs, ideas, or general feedback.
Define authoring, import, and state machine rules for 2D animations so they play correctly, transition cleanly, and stay within performance budgets.
animation-state-patterns owns runtime state-machine architecture.