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 asset-pipelinegit 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/asset-pipeline)<a href="https://agentmods.dev/skills/kyh/vibedgames/asset-pipeline"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/asset-pipeline/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/asset-pipeline"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/asset-pipeline.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 141 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 | $0.00080 | $0.03015 |
| Opus 5 | $0.00040 | $0.01507 |
| Sonnet 5 | $0.00016 | $0.00603 |
| Haiku 4.5 | $0.00008 | $0.00301 |
Grade A, and why
asset-pipeline 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.
How it starts
The opening of the file, as written. The whole thing — 241 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Gamedev Assets
Bundled scripts/ keep a game's art pipeline consistent and debuggable. Run from repo root.
Scripts are plain Node — node <script.mjs>. No Python, no uv, no pip install, and nothing to install beyond Node itself: each script imports a bundled, dependency-free scripts/_lib/asset-tools.mjs.
Asset Index Theory
An asset index (manifest) is the single source of truth for game art — centralized loading by logical name, frame metadata (grid dims, sequences, timing), and validation that disk matches code.
Conventions that worked (Love2D / Rocky Roads; keep your own "what worked" notes at docs/asset-index-learnings.md):
- Prefer a native manifest format (Lua table for Love2D) but keep it JSON-shaped for export.
- Categorize by how the asset is used, not by size.
- Pick a tile size first for tilesets (this pack: 16×16), then derive
columns/rows. - Treat sprite sheets as sparse: store non-empty
{col,row}frames (alpha-based), don't assume a full grid. - Use stable, sanitized keys; keep
pathas on-disk truth (case + spaces preserved). - Always run a coverage check after asset changes.
Output Formats
- JSON (preferred) — universal, any engine.
- Lua table — Love2D / Lua projects.
Asset Categories
| Category | Purpose | Key metadata |
|---|---|---|
backgrounds |
Parallax/scrolling layers, static backdrops | path, width, height |
tilesets |
Grid-based level tiles | path, tileWidth, tileHeight, columns, rows, margin, spacing |
images |
Static sprites (no animation) | path, width, height |
spritesheets |
Animated sprites | path, frameWidth, frameHeight, fps, frames or animations |
What ships with it
8 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.
- scripts/_lib/asset-tools.mjs 78 KB runs code
- scripts/asset-manifest-check.mjs 1.7 KB runs code
- scripts/asset-manifest-export-json.mjs 1.0 KB runs code
- scripts/asset-sheet-probe.mjs 1.5 KB runs code
- scripts/asset-sizes.mjs 987 B runs code
- scripts/asset-sprite-baseline.mjs 2.7 KB runs code
- scripts/asset-tilemap-editor.mjs 6.7 KB runs code
- scripts/tilemap-editor.html 19 KB
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.
- 7d ago Changed · +9 lines 9d71ae019bc3
- 11d ago First seen · 232 lines · 80 tokens per session scan A 9b6008b4cea4
asset-pipeline is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 80 tokens to every session and 3,015 once invoked, about $0.0004 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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