Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add freema/pixelforge-mcp --skill pixel-art-generationgit clone --depth 1 https://github.com/freema/pixelforge-mcpWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation)<a href="https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation"><img src="https://agentmods.dev/badge/skills/freema/pixelforge-mcp/pixel-art-generation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/freema/pixelforge-mcp/pixel-art-generation"><img src="https://agentmods.dev/badge/skills/freema/pixelforge-mcp/pixel-art-generation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00055 | $0.01094 |
| Opus 5.5 | $0.00022 | $0.00438 |
| Sonnet 5.5 | $0.00011 | $0.00219 |
| Haiku 4.5 | $0.00006 | $0.00109 |
Grade A, and why
pixel-art-generation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Pixel Art Generation with PixelForge
Use PixelForge MCP tools to generate and process pixel art game assets.
Tools Overview
| 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 |
Background Removal — IMPORTANT
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 pixels- Other colors — fallback to compositing equation
Quick Start
Single Sprite
forge_sprite
description: "green slime enemy with horns and glowing eyes"
outputPath: "public/assets/games/rpg/slime.png"
style: "neon"
background: "chromakey"
Animation Frames (Reference Chain — Default)
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
Background
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"
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 108 lines · 55 tokens per session scan A 9ac2c2a7e8b7
pixel-art-generation is a skill published in the GitHub repository freema/pixelforge-mcp (5 stars, last pushed 3d ago), licensed MIT. It adds 55 tokens to every session and 1,094 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
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level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
sound-cues
Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).