Layer Pixel Art

layerai/skills/skills/layer-pixel-art

作者 layerai315d06db6f76MIT4 个星标收录于 2026年10月8日更新于 2026年10月8日仓库8天前更新

Use when making pixel art with Layer: sprites, retro game characters, pixel icons, pixel tiles, or a sprite sheet and walk cycle. Also when generated pixel art comes back blurry, anti-aliased, or at the wrong grid size, and when packing separate frames into a sheet or cutting an existing sheet into frames. Keywords: pixel art, sprite, sprite sheet, spritesheet, 16-bit, 32x32, walk cycle, animation frames, palette, dithering, pack, split.

仅含说明Design & Creative
AI 生成的概览

指导使用 Layer 生成像素画:网格、调色板、精灵帧、行走循环、图块与精灵表打包。

功能
该技能提供使用 Layer 制作像素画的说明,涵盖如何指定网格尺寸、调色板和年代风格,以及在提示词中应排除哪些默认效果,如抗锯齿、模糊和渐变。它描述了精灵与行走循环的逐帧工作流程,以已确认的第一帧作为后续帧的参考,并涉及无缝图块。它还说明如何使用 pack_sprite_sheet 和 split_sprite_sheet 工具将各帧组装为统一单元格的精灵表,或将现有精灵表切分为单元格。
适用场景
适用于制作精灵、复古游戏角色、像素图标或图块等像素画,或当生成的像素画出现模糊、抗锯齿或网格尺寸错误时。也适用于将单独帧打包成精灵表,或将现有精灵表拆分为各帧。
运行要求
仅为说明文档,不附带脚本。需要可访问 Layer 生成工具以及用于生成机制的 layer 技能,还需要 pack_sprite_sheet 和 split_sprite_sheet 工具;缺失的同类技能应由用户安装。

Layer Pixel Art

Overview

Pixel art is the generation task most likely to come back subtly wrong: a picture of pixel art, soft-edged and anti-aliased at an arbitrary grid, rather than pixel art. Getting it right is mostly about excluding the defaults.

Layer ships two deterministic sprite-sheet utilities alongside generation. pack_sprite_sheet assembles separate frame images into one uniform-cell sheet on a transparent background, and split_sprite_sheet cuts a sheet into its cells in reading order. These are named directly rather than discovered because they are first-party tools rather than models, with no competing alternative in the catalogue.

Generation mechanics are in the layer skill. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add layerai/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Name the grid and the palette

Both, every time, as numbers.

  • Grid: "32x32 sprite", "16x16 tile". A model given no grid produces something pixel-ish at no particular resolution, which cannot be cleaned up afterwards.
  • Palette: a count and a family. "Limited 16-colour palette, muted earth tones" constrains the output in a way "retro colours" does not.
  • Era, when the user has one in mind: 8-bit NES-era flat colour, 16-bit SNES-era with shading ramps, or modern high-resolution pixel art. These look nothing alike.

Exclude the defaults, in the prompt

The defects are predictable, so name them as exclusions: no anti-aliasing, no blur, no gradients, no soft shadows, hard-edged pixels only, one pixel per cell. Where the model declares negative_prompt, put them there instead. Also state the background: "isolated on transparent background" or "flat single-colour background", since a generated backdrop has to be cut out and pixel art does not survive a sloppy cut.

Sprite sheets and walk cycles

Do not ask one generation for a sheet of frames. Models produce a grid of loosely related drawings, and the character changes between cells, which is exactly what a sheet must not do.

The working sequence:

  1. Generate and approve one frame: the idle or contact pose, isolated on transparent.
  2. Generate each remaining frame separately, with the approved frame attached as reference_image, and describe only what changed: "same character, same palette, same 32x32 grid, left leg forward mid-stride, right arm back."
  3. Review the frames as a set and reroll the ones that drifted.
  4. pack_sprite_sheet to assemble them into a uniform-cell sheet. Its input schema is the authority on the argument shape, so read it rather than assuming the parameter name.

Every frame after the first references frame one, not the frame before it. Chaining each frame off the last one compounds drift, so by frame four the knight is a different knight.

When a trained pixel style is in play, attach it as reference_sets and omit base_model_id entirely, so the server picks a model that can apply it. Use the same set, the same weight, and the same reference frame on every frame of the cycle.

A four-frame cycle (contact, down, passing, up) reads as motion and is far more reliable than eight. Start there and add frames only if the motion needs them.

Going the other way, split_sprite_sheet cuts a user's existing sheet into individual frames, which is the way to edit one frame of a sheet without touching the others.

Tiles

A pixel tile that repeats seamlessly is a tiling problem before it is a pixel problem, so filter for the tileability capability and read layer-textures for how to specify scale and avoid visible repetition. Everything on this page about grid, palette, and hard edges still applies.

Worked example

"A 32x32 walk cycle for our knight sprite."

  1. Generate the contact pose. list_base_models with filter.use_case: "text_to_image", take the first result, then prompt: "32x32 pixel art sprite of an armoured knight, side view, contact pose with left foot forward, limited 16-colour palette, 16-bit era shading, hard-edged pixels, no anti-aliasing, no blur, no gradients, isolated on transparent background."
  2. Approve one. This frame is now the reference for everything else.
  3. Three more runs, one per remaining frame, each attaching the approved frame as reference_image and naming only the pose change.
  4. Check the four together for drift in palette, height, and armour detail. Reroll any that moved.
  5. pack_sprite_sheet with the four file_id values, which returns the sheet on a transparent background.

Common mistakes

  • Omitting the grid size, then trying to downsample a soft image into pixels.
  • Asking one generation for a whole sprite sheet.
  • Forgetting the anti-aliasing and blur exclusions, which are the defaults being excluded.
  • Generating frames independently with no reference frame, so the character drifts.
  • Generating an eight-frame cycle before a four-frame one works.
  • Accepting a generated background instead of asking for transparent.
  • Packing a sheet by hand when pack_sprite_sheet produces uniform cells deterministically.

来源与署名

来源:layerai/skills位于skills/layer-pixel-art提交315d06d

许可证: MIT

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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