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 animationgit 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/animation)<a href="https://agentmods.dev/skills/kyh/vibedgames/animation"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/animation/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/animation"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/animation.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 Prompt Injection · line 32 Large whitespace padding was detected (a block of blank lines or a long run of spaces). This can push injected instructions below or to the right of the visible area so a human reviewer never sees them while the agent still reads them. Manual review of the hidden content is recommended.Fix: Remove the large whitespace padding (blank-line blocks or long space runs) and review any content hidden below or to the right of it. Keep skill files compact and reviewable so no instructions can be
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 | $0.00046 | $0.01892 |
| Opus 5.5 | $0.00018 | $0.00757 |
| Sonnet 5.5 | $0.00009 | $0.00378 |
| Haiku 4.5 | $0.00005 | $0.00189 |
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 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 — 134 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
durationoverrides, not one globalframeRate, for non-cycles. Aseprite-authored sheets: keep the exported per-frame durations verbatim and set noframeRate— hand-guessed fps ran 40–120% fast. Never passdurationtoplay()(freezes on frame 1); retime withanims.timeScale. - 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 |
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 Changed · +10 lines · -104 tokens per session 26674caa2d2a
- 1mo ago First seen · 124 lines · 150 tokens per session scan A b78261646afa
animation is a skill published in the GitHub repository kyh/vibedgames (61 stars, last pushed yesterday), licensed MIT. It adds 46 tokens to every session and 1,892 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 2026-08-30.
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