codixel

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SUMMARY

Pixel art skill for Claude Code: how to make good pixel, animated game sprite out, effects etc.

README.md

Codixel logo

Codixel

Codixel is a Claude Code skill for making pixel art with AI: game sprites, characters, animations and effects like fire, smoke and beams. It covers how to describe what you want, the steps from a reference image to a finished animated sprite, and why you have to check every step.

Fire without and with Codixel

Left: without Codixel. Right: with Codixel.

Steps

God, step by step

  1. Find real images of what you want. Use your own, or ones whose license allows it.
  2. Have the AI put it together in code from those images.
  3. Ask for bones so the parts can move.
  4. Ask for pixel art and say how it should look, for example "realistic".
  5. Look at the animation frames one by one.
  6. Put it in the scene and check it next to everything else.

Here the bones come before the pixels, because the god is put together from several images. With a single image, like Kinryu, turn it into pixels first and add the bones after.

God animation

God battle

What to do

Claude Code is not a painter

Claude Code cannot draw pixel art from scratch like a painter. It only writes code.

Kinryu, drawn from scratch vs from a reference

Left: Claude Code drew the dragon from scratch. Right: Claude Code turned a reference image into pixels and moved it.

Example: Kinryu

Kinryu, step by step

  1. Start from one picture of a gold dragon.
  2. Take off the background and make it pixels.
  3. Find the line from head to tail and move the body along it.
  4. Put it in the scene.

Kinryu animation

Dither

The same scene drawn four ways

Pixel art has only a few colors, so a sky or a ball needs a trick to change softly from one color to the next:

  • Smooth: hundreds of colors. It looks like a blurry photo.
  • Bands: flat stripes. You see hard lines between them.
  • Dither everywhere: soft, but grainy.
  • Bands and a dither strip: flat colors, mixed only where two bands meet. Codixel uses this one.

Sound

Don't let the AI make the sounds for your game. AI-made sounds are easy to spot. Have it find sounds on the internet instead.

Never "do this" or "copy this" and walk away

Never tell the AI "do this" or "copy this" and leave it. Check it the whole time it works and make sure what you get is what you wanted.

While this README was being written, the AI added a lot of things I didn't ask for. That is why you should check every step.

Heirs of the Valley, first version vs now

After every step, look at the result:

  • Is it the size you wanted?
  • Does it look the way you described it?
  • Is it the thing you asked for?

If something is wrong, say exactly what is wrong and run the step again. Move on only when the step is right.

Example: Astral Prison

Astral Prison, reference vs result

Give the AI a picture to compare with. Then it knows what you want.

Astral Prison animation

Example: effects

Fire, smoke and beams from core/pixel.js. It comes with the skill, so the AI starts from working code.

Beams, smoke explosion, fire breath and hell fire

Example: mini characters

Mini characters

Characters made from only a few pixels.

Example: bullet hell

Hollowchain

Hollowchain is a survivors-style game. The enemies are only 5 by 5 pixels.

Example: ocean

Ocean animation

Example: waterfall

Waterfall animation

Example: space backgrounds

Blue, violet, crimson and emerald space backgrounds

There are four colors. Each one has five layers that repeat with no seam.

Crimson background with moving layers

Install

git clone https://github.com/mankidev/codixel ~/.claude/skills/codixel

Claude Code loads it on the next start. It runs when you ask for pixel art.

License

GPL-3.0-or-later. See LICENSE.

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