animation

animation is a skill for Claude Code from kyh/vibedgames. It costs 150 tokens per session (1,795 once invoked), scanned A, original, MIT.

A guide to creating readable 2D game animations by choosing strong poses, timing, spacing, and movement details for each action.

In plain words
What is it for?
Use it to create or tune idle, walking, running, attack, and death animations, including animation loops, attack timing, smears, and secondary movement.
Why use it?
Animations can look blurry, weightless, or unresponsive when every frame is treated the same. This guide helps match animation timing to the action and the player's expectations.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-craft plugin — 12 skills shipped together

Good fit Use it to create or tune idle, walking, running, attack, and death…

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/animation
Install

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.

Any agent
npx skills add kyh/vibedgames --skill animation
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code.

Or install game-craft, the plugin that ships this one along with the rest of its 12 skills.

Wrote 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.

agentmods badge for animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/animation.svg)](https://agentmods.dev/skills/kyh/vibedgames/animation)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/animation"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/animation.svg" alt="Measured on agentmods" height="20"></a>
Per session 150 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,795 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00150 $0.01795
Opus 5 $0.00075 $0.00898
Sonnet 5 $0.00030 $0.00359
Haiku 4.5 $0.00015 $0.00179

Measured 7d ago against content hash b78261646afa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

animation 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 7d 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.

plugins/game-craft/skills/animation/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation craft

Timing and spacing ARE the animation: per-frame durations carry more weight than frame counts. With 4–8 frame budgets, every frame is a key pose — if it doesn't read from keys alone, more inbetweens won't save it. Fewer, stronger frames beat smooth; even inbetweening reads as mush.

Timing & spacing

  • Logic at 60fps, sprites at 8–12fps. 12 is the pixel-art sweet spot; 18+ reads rushed, ≤6 reads idle. Never tie hitboxes to render framerate.
  • Vary rate per clip: idle 4–8fps, walk 8–10, run/attacks up to 15–20.
  • Uneven timing for attacks: slow anticipation (~120–200ms/frame), near-instant strike (1–2 frames at ~30–60ms, one may be a smear), moderate recovery (~80–150ms). Even timing for cycles (walk ~80–150ms/frame, run ~50–80ms). In Phaser use per-frame duration overrides, not one global frameRate, for non-cycles.
  • Slow in, slow out: cluster spacing at a pose's start/end, big jump mid-motion. Five frames = small, small, HUGE, small, small.
  • Hold the follow-through pose a beat longer; overshoot past rest on fast moves, then settle.
  • Loops must not double the contact pose at the seam. Watch every loop for 10 straight seconds before calling it done.

Frame budgets (small sprites)

Clip Frames Notes
Idle 2–4 1px breathing bob; move interior pixels/hair, not the silhouette
Walk 4–8 4 = two contacts + two passing; cut "up/recoil" frames first
Run 6 (4 tiny, 3 with extreme poses) not a fast walk: airborne moments, lean, arm swing
Jump 3–5 phases crouch → stretch ascent → apex → fall → land squash; select by velocity, not a timed clip
Attack 3–8 1–3 anticipation, 1–2 strike, 1–3 recovery
Hit react 1–3 one strong recoil pose + white flash beats three soft poses
Death 4–6 one-shot, ends on a settled pose
FX (slash/smoke) 3–6 expand → disperse → fade; can run 15–24fps

Read the full file on GitHub · 124 lines

Changes

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.

  1. 7d ago First seen · 124 lines · 150 tokens per session scan A b78261646afa

Subscribe to this mod's changes

animation is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 150 tokens to every session and 1,795 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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