sprite-sheet

sprite-sheet is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 77 tokens per session (3,243 once invoked), scanned A, original, MIT.

A tool for creating frame-by-frame 2D character animations, such as walking, attacking, idling, or dying, and arranging the images into a sprite sheet for Godot.

In plain words
What is it for?
It helps create animation frames, combine them into a grid, and connect them to Godot's AnimatedSprite2D and SpriteFrames systems.
Why use it?
It addresses the difficulty of keeping a character's appearance consistent across multiple generated animation frames.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit It helps create animation frames, combine them into a grid, and connect them to Godot's AnimatedSprite2D and SpriteFrames systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet
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 ouzlifaneyassine1-dot/onyx-engine --skill sprite-sheet
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 sprite-sheet

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/sprite-sheet)
Your own site
<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.

agentmods 80×15 button for sprite-sheet

Your own site · 80×15
<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>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,243 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 $0.00077 $0.03243
Opus 5 $0.00039 $0.01622
Sonnet 5 $0.00015 $0.00649
Haiku 4.5 $0.00008 $0.00324

Measured 9d ago against content hash 539f117b7262, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/2d-assets/sprite-sheet/SKILL.md · 240 lines

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:

  1. Per-frame img2img (most reliable) — generate the base pose, then generate each subsequent frame via referenceImageUrl with a small pose delta. Composite the frames into a sheet externally or wire each as a separate SpriteFrames entry.
  2. 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).
  3. 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-motion for skeletal animation.
  • The user wants a single static sprite → onyx:2d-assets/pixel-art or onyx:2d-assets/character-portrait.
  • The user wants UI animation (loading spinner, button hover) — animate via AnimationPlayer rotating/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.

Read the full file on GitHub · 240 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. 9d ago First seen · 240 lines · 77 tokens per session scan A 539f117b7262

Subscribe to this mod's changes

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.

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