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 kyh/vibedgames --skill animated-spritesheetsgit clone --depth 1 https://github.com/kyh/vibedgamesWrote 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/kyh/vibedgames/animated-spritesheets)<a href="https://agentmods.dev/skills/kyh/vibedgames/animated-spritesheets"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/animated-spritesheets/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/kyh/vibedgames/animated-spritesheets"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/animated-spritesheets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Agent Snooping · line 29 Skill enumerates or reads other installed skills. Access to other skills' SKILL.md files or the skills directory reveals prompt instructions, capabilities, and secrets that should be invisible to peer skills.Fix: Remove all code or instructions that list or read other skills' files or directories. Skills should operate independently; cross-skill access is a privilege escalation.
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 | $0.00148 | $0.02426 |
| Opus 5 | $0.00074 | $0.01213 |
| Sonnet 5 | $0.00030 | $0.00485 |
| Haiku 4.5 | $0.00015 | $0.00243 |
Grade A, and why
animated-spritesheets scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animated Spritesheets
Turn a character into a packed, engine-loadable spritesheet by generating one labeled pose-board image — a grid of the same character in the frames of an action — then recovering/slicing it. This is the image-generation method.
Why image generation, not image-to-video. One generation per action keeps identity consistent (cloak/face/weapon stay the same across frames); video morphs the character mid-clip. Trade-off: fewer frames (a model reliably lays out ~4–12 grid cells, not a long strip), so motion is choppier — per-frame pose labels + pixel-snapping make the few frames count.
The happy path
You are an agent. All scripts run with node <script> — no Python, no uv, and
nothing to install: each imports a bundled, dependency-free scripts/_lib/.
# This skill's directory. Claude Code substitutes CLAUDE_SKILL_DIR (project, global
# or plugin install); other agents fall back to wherever `skills add` put it.
SKILL="${CLAUDE_SKILL_DIR}"
[ -d "$SKILL" ] || for d in .agents/skills .claude/skills ~/.agents/skills ~/.claude/skills; do
[ -d "$d/animated-spritesheets" ] && SKILL=$d/animated-spritesheets && break
done
# 0. (once) An approved character anchor PNG on a flat chroma matte (the identity
# reference). Make it via the pixel-art skill, or:
node $SKILL/scripts/sprite-prompt.mjs anchor --direction e --chroma '#00FF00' # -> vg generate run
# 1. ASK what the action needs (frame count / fps)
node $SKILL/scripts/sprite-presets.mjs --action attack --json
# 2. PROMPT — get the labeled pose-board prompt (per-frame semantic poses on an
# implied 4x3 grid, identical-character + no-shadow litany, the craft):
node $SKILL/scripts/sprite-prompt.mjs pose-board --action attack --direction e --frames 8 \
--frame-prompt-style specific --pose-board standard --style lobit-v1 --chroma '#00FF00'
# 3. GENERATE the pose board with the anchor as the identity reference. The board
# is a 4-col x 3-row grid; the first N cells are the frames (4:3 aspect). Use 2K
# so each cell clears ~512px — pixel snapping (step 4) needs that resolution to
# recover a clean grid:
vg generate run fal-ai/nano-banana-pro/edit --prompt "<from step 2>" \
--image_urls '["<anchor_url>"]' --aspect_ratio "4:3" --resolution "2K" \
--download attack-board.png --json
# 4. PROCESS into runtime frames with ONE command. Default = naive uniform slice
# (the robust path). Add --recover to re-center a pose that drifted off its cell
# (it falls back to the uniform slice if it can't, so passing it is always safe):
node $SKILL/scripts/process-sheet.mjs attack-board.png --action attack --rows 3 --cols 4 --frames 8 --out-dir runs/hero-attack
What ships with it
13 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- references/model-map.json 3.3 KB
- scripts/_lib/asset-tools.mjs 127 KB runs code
- scripts/build-sequence-gif.mjs 2.3 KB runs code
- scripts/chroma-clean.mjs 6.9 KB runs code
- scripts/normalize-canvas.mjs 2.5 KB runs code
- scripts/pack-spritesheet.mjs 1.8 KB runs code
- scripts/pixel-snapper.mjs 1.6 KB runs code
- scripts/process-sheet.mjs 9.2 KB runs code
- scripts/recover-component-frames.mjs 1.8 KB runs code
- scripts/sheet-qc.mjs 2.4 KB runs code
- scripts/size-contract.mjs 3.7 KB runs code
- scripts/sprite-presets.mjs 2.9 KB runs code
- scripts/sprite-prompt.mjs 3.5 KB runs code
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.
- 5d ago Changed · +9 lines 3c068ac9eddb
- 9d ago First seen · 149 lines · 148 tokens per session scan A d1d6354392b7
animated-spritesheets is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 148 tokens to every session and 2,426 once invoked, about $0.0007 per session on Opus 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 2026-08-30.
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