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 ouzlifaneyassine1-dot/onyx-engine --skill sprite-sheetgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet/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/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet.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 | $0.00077 | $0.03243 |
| Opus 5 | $0.00039 | $0.01622 |
| Sonnet 5 | $0.00015 | $0.00649 |
| Haiku 4.5 | $0.00008 | $0.00324 |
Grade A, and why
sprite-sheet 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 9d 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 — 240 lines — stays where its author put it; the contents beside it link to each section on GitHub.
sprite-sheet — Frame-by-Frame 2D Animation
This skill produces a grid of animation frames for a 2D character — walk cycle, idle bob, attack swing, death sequence — and wires the result into an AnimatedSprite2D via a SpriteFrames resource.
Up-front honesty: sprite-sheet generation from a single text-to-image call is unreliable. Models can render "a sprite sheet of a knight walking" and produce 8 frames, but the inter-frame consistency (same anatomy, same costume, same lighting) is poor. Limbs morph between frames. Pixel sprites get extra fingers in frame 3. The result usually looks worse than the static sprite did.
This skill therefore offers three paths, ranked by reliability:
- Per-frame img2img (most reliable) — generate the base pose, then generate each subsequent frame via
referenceImageUrlwith a small pose delta. Composite the frames into a sheet externally or wire each as a separateSpriteFramesentry. - Single-call sheet generation (fast, unreliable) — one prompt asks for the grid. Works ~30% of the time. Worth trying once for short cycles (4 frames or fewer) before falling back to (1).
- Manual authoring (most reliable, slowest) — hand-author in Aseprite or Piskel. For pixel art at 32×32, this is often faster than fixing AI generations.
There is no dedicated sprite-sheet generation tool. Recommended path: per-frame onyx_generate_image with referenceImageUrl (img2img) at consistent angle/lighting, OR external tools (Aseprite/Piskel).
When to use
- "Generate a walk cycle for the goblin sprite."
- "I need 4 attack frames for the player character."
- "Make a death animation — 6 frames of the enemy collapsing."
- "Create an idle bob, 2-frame loop."
- The character exists as a static sprite and needs animation.
When NOT to use
- The character is 3D — use
onyx:animation/generate-motionfor skeletal animation. - The user wants a single static sprite →
onyx:2d-assets/pixel-artoronyx:2d-assets/character-portrait. - The user wants UI animation (loading spinner, button hover) — animate via
AnimationPlayerrotating/tweening a static texture instead. Don't sprite-sheet UI. - The user has 12+ frames per animation and 4+ animations — that's hundreds of generations at $0.02 each. Pause and discuss budget.
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.
- 9d ago First seen · 240 lines · 77 tokens per session scan A 539f117b7262
sprite-sheet is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 77 tokens to every session and 3,243 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 2026-08-31.
Other skills, from other repositories
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
character-portrait
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore…
pixel-art
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
tileable-texture
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…
ui-graphics
Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability…