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Pixel Art Exporter

@willibrandon/pixel-plugin
3
0

Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name Pixel Art Exporter
description Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render", "generate", "create file", mentions file formats like "PNG", "GIF", "animated GIF", "spritesheet", "sprite sheet", "texture atlas", "tile sheet", or game engine integration with "Unity", "Godot", "Phaser", "Unreal", "GameMaker". Trigger on layout terms ("horizontal", "vertical", "grid", "packed", "strip"), scaling ("2x", "4x", "upscale", "pixel-perfect"), file operations ("save as", "export to", "output to"), metadata formats ("JSON", "XML", "metadata", "atlas data"), and delivery terms ("for web", "for game", "for Twitter", "for itch.io", "optimized").
allowed-tools Read, Bash, mcp__aseprite__export_png, mcp__aseprite__export_gif, mcp__aseprite__export_spritesheet, mcp__aseprite__get_sprite_info

Pixel Art Exporter

Overview

The Pixel Art Exporter Skill enables exporting pixel art sprites from Aseprite to various formats optimized for different use cases. This includes single images (PNG), animated GIFs, spritesheets, and JSON metadata for game engines.

Core Capabilities:

  • Export single frames or entire animations as PNG images
  • Generate animated GIFs with customizable timing and looping
  • Create spritesheets in multiple layouts (horizontal, vertical, grid, packed)
  • Generate JSON metadata for game engines (Unity, Godot, Phaser, generic)
  • Scale exports with pixel-perfect upscaling (1x, 2x, 4x, etc.)
  • Handle transparency, background colors, and frame-specific exports

Export Formats Supported:

  • PNG: Single images or frame sequences with transparency
  • GIF: Animated GIFs with frame timing and loop control
  • Spritesheet: Texture atlases with various packing algorithms
  • JSON: Frame metadata, animation tags, layer information

This Skill works with the pixel-mcp server tools to produce production-ready assets for web, games, and applications.

When to Use

Invoke this Skill when the user:

  • Wants to export or save: "export this sprite", "save as PNG", "generate a spritesheet"
  • Mentions file formats: "PNG", "GIF", "spritesheet", "sprite sheet", "texture atlas", "JSON"
  • Prepares for game engines: "export for Unity", "Godot spritesheet", "Phaser animation"
  • Needs specific outputs: "export just frame 3", "create a tileset", "save each layer separately"
  • Requests scaling: "export at 2x size", "scale up 4x", "upscale for retina displays"
  • Wants animation exports: "make this into a GIF", "export the animation", "save all frames"
  • Needs metadata: "include JSON data", "export with coordinates", "frame information"

Example Triggers:

  • "Can you export this character sprite as a PNG?"
  • "I need a spritesheet for my game engine"
  • "Save this animation as an animated GIF"
  • "Export at 4x scale for high-resolution displays"
  • "Generate a texture atlas with JSON metadata"
  • "Export just the 'run' animation tag"

Instructions

1. Exporting Single Images (PNG)

For static sprites or single frames:

  1. Get Sprite Information First

    Use mcp__aseprite__get_sprite_info to understand:
    - Current dimensions
    - Number of frames
    - Available layers
    - Color mode and transparency settings
    
  2. Export PNG with Transparency

    Use mcp__aseprite__export_png:
    - file_path: Absolute path (e.g., "/path/to/output/sprite.png")
    - frame_number: Specific frame (0-indexed) or omit for current frame
    - layer: Specific layer name or omit for merged output
    - scale: Scaling factor (1, 2, 4, etc.) - default is 1
    
  3. Export Options

    • Transparent background: Default behavior, preserves alpha channel
    • Specific background: Use layer visibility or flatten before export
    • Single frame from animation: Specify frame_number parameter
    • Specific layer only: Provide layer name to export just that layer

Example Workflow:

1. Get sprite info to verify dimensions and frame count
2. Export PNG: mcp__aseprite__export_png with desired frame and scale
3. Confirm file creation and report dimensions to user

2. Exporting Animated GIFs

For animations intended for web or presentations:

  1. Verify Animation Setup

    Use mcp__aseprite__get_sprite_info to check:
    - Frame count (needs 2+ frames)
    - Frame durations (timing information)
    - Animation tags (if specific tag requested)
    - Sprite dimensions
    
  2. Export GIF

    Use mcp__aseprite__export_gif:
    - file_path: Output path (e.g., "/path/to/animation.gif")
    - animation_tag: Optional - specific tag name to export
    - loop: true (infinite loop) or false (play once)
    - scale: Upscaling factor if needed
    
  3. GIF Optimization Considerations

    • GIF format has 256-color limit - ensure palette is optimized
    • Frame timing is preserved from Aseprite frame durations
    • Transparency is supported but may have edge artifacts
    • File size increases with dimensions and frame count

Example Workflow:

1. Verify sprite has multiple frames
2. Export GIF with appropriate loop setting
3. Report file size and frame count to user
4. Suggest optimization if file is large (>1MB)

3. Creating Spritesheets

For game engines and texture atlases:

  1. Understand Layout Requirements

    Layout Types:

    • Horizontal: All frames in a single row (good for scrolling animations)
    • Vertical: All frames in a single column (good for CSS animations)
    • Grid: Frames arranged in rows and columns (balanced dimensions)
    • Packed: Optimized packing to minimize texture size (engine-specific)
  2. Export Spritesheet

    Use mcp__aseprite__export_spritesheet:
    - file_path: Output PNG path (e.g., "/path/to/spritesheet.png")
    - layout: "horizontal", "vertical", "grid", or "packed"
    - animation_tag: Optional - export specific animation only
    - scale: Upscaling factor
    - padding: Pixels between frames (default 0, common: 1-2)
    - include_json: true to generate metadata file
    
  3. JSON Metadata Structure

    When include_json: true, creates a .json file with:

    {
      "frames": [
        {
          "filename": "frame_0.png",
          "frame": {"x": 0, "y": 0, "w": 32, "h": 32},
          "spriteSourceSize": {"x": 0, "y": 0, "w": 32, "h": 32},
          "sourceSize": {"w": 32, "h": 32},
          "duration": 100
        }
      ],
      "meta": {
        "app": "Aseprite",
        "version": "1.3.x",
        "format": "RGBA8888",
        "size": {"w": 256, "h": 32},
        "scale": "1"
      }
    }
    
  4. Layout Selection Guidelines

    • Horizontal: Best for web/CSS sprite animations, simple scrolling
    • Vertical: Mobile-friendly, vertical scrolling animations
    • Grid: Unity, Godot - balanced texture dimensions (power-of-2)
    • Packed: Advanced engines with atlas support (Phaser, LibGDX)

Example Workflow:

1. Ask user about target platform if not specified
2. Recommend layout based on use case
3. Export spritesheet with JSON metadata
4. Report texture dimensions and frame count
5. Provide integration code sample for their engine

4. Generating JSON Metadata

For game engine integration:

  1. Metadata Formats by Engine

    Unity:

    • Use "grid" layout for Unity's Sprite Editor
    • JSON provides frame coordinates for slicing
    • Include padding to prevent texture bleeding

    Godot:

    • Use "horizontal" or "grid" layout
    • JSON maps to AnimatedSprite frames
    • Frame duration converts to FPS

    Phaser:

    • Use "packed" layout for optimal performance
    • JSON follows Texture Packer format
    • Supports trimmed sprites and rotation

    Generic/Custom:

    • Standard frame array with x, y, w, h coordinates
    • Duration in milliseconds per frame
    • Animation tag groupings
  2. Export with Metadata

    Always include JSON when exporting for game engines:
    - Set include_json: true in export_spritesheet
    - JSON file created with same name as PNG (different extension)
    - Contains frame positions, durations, and sprite metadata
    
  3. Metadata Usage Examples

    Parsing in JavaScript (Phaser):

    this.load.atlas('sprite', 'spritesheet.png', 'spritesheet.json');
    this.add.sprite(x, y, 'sprite', 'frame_0.png');
    

    Parsing in C# (Unity):

    // Import spritesheet.png with Multiple sprite mode
    // Use JSON to set sprite rectangles in Sprite Editor
    

5. Scaling Exports

Pixel-perfect upscaling for high-resolution displays:

  1. When to Scale

    • Retina/HiDPI displays: Use 2x or 4x
    • Modern game engines: Export at native size, let engine scale
    • Web: Export 2x and use CSS to scale down (sharper rendering)
    • Print/marketing: Use 4x or higher
  2. Scaling Best Practices

    • Always use integer scaling (1x, 2x, 3x, 4x, not 1.5x)
    • Maintain pixel-perfect sharpness with nearest-neighbor
    • Scale before export, not after (prevents blurring)
    • Consider file size vs. quality tradeoffs
  3. Apply Scaling

    Add scale parameter to any export:
    - mcp__aseprite__export_png: scale: 2
    - mcp__aseprite__export_gif: scale: 4
    - mcp__aseprite__export_spritesheet: scale: 2
    
  4. Resolution Recommendations

    • 1x: Original pixel art size, retro aesthetic
    • 2x: Standard for modern displays, good balance
    • 4x: High-resolution, marketing materials
    • 8x+: Ultra-high-resolution, print, large displays

Export Workflows for Different Use Cases

Static Sprite for Web

1. Get sprite info to verify single frame
2. Export PNG at 2x scale with transparency
3. Optimize PNG with compression tools if needed
4. Provide HTML/CSS example for display

Character Animation for Game

1. Verify animation has multiple frames and tags
2. Export spritesheet with "grid" layout
3. Include JSON metadata (include_json: true)
4. Set appropriate padding (1-2 pixels)
5. Scale if needed (typically 1x for engines)
6. Provide code snippet for target engine

Icon Set Export

1. If multiple layers, export each separately
2. Use PNG format with transparency
3. Scale to multiple sizes (16x16, 32x32, 64x64)
4. Batch export all sizes
5. Organize in output directory structure

Social Media GIF

1. Verify frame timing is appropriate (100-200ms typical)
2. Export GIF with loop: true
3. Scale to 2x or 4x for visibility
4. Check file size (optimize if >2MB)
5. Suggest hosting platforms if needed

Tileset for Game Engine

1. Verify tiles are uniform size (e.g., 16x16, 32x32)
2. Export as grid spritesheet
3. Set padding to 0 or 1 (depends on engine)
4. Include JSON for tile coordinates
5. Provide tile size and grid dimensions

Game Engine Integration

Unity Integration

Export Settings:

  • Layout: "grid"
  • Include JSON: true
  • Padding: 1-2 pixels (prevents bleeding)
  • Scale: 1x (Unity handles scaling)

Import Steps:

  1. Import spritesheet.png into Assets
  2. Set Texture Type to "Sprite (2D and UI)"
  3. Set Sprite Mode to "Multiple"
  4. Open Sprite Editor and use JSON coordinates to slice
  5. Create Animator Controller with sprite animation

Code Example:

SpriteRenderer renderer = GetComponent<SpriteRenderer>();
renderer.sprite = sprites[frameIndex];

Godot Integration

Export Settings:

  • Layout: "horizontal" or "grid"
  • Include JSON: true
  • Scale: 1x
  • Padding: 0-1 pixels

Import Steps:

  1. Import spritesheet.png to project
  2. Create AnimatedSprite node
  3. Create SpriteFrames resource
  4. Add frames from spritesheet
  5. Use JSON durations to set FPS

Code Example:

$AnimatedSprite.play("run")
$AnimatedSprite.speed_scale = 1.0

Phaser Integration

Export Settings:

  • Layout: "packed" or "horizontal"
  • Include JSON: true (Texture Packer format)
  • Scale: 1x or 2x depending on game resolution

Import Steps:

  1. Place spritesheet.png and .json in assets
  2. Load as atlas in preload()
  3. Create sprite with atlas key
  4. Create animations from frame names

Code Example:

this.load.atlas('player', 'spritesheet.png', 'spritesheet.json');

this.anims.create({
  key: 'run',
  frames: this.anims.generateFrameNames('player', {
    prefix: 'frame_',
    suffix: '.png',
    start: 0,
    end: 7
  }),
  frameRate: 10,
  repeat: -1
});

Generic/Custom Engine

Export Settings:

  • Layout: Based on engine capabilities
  • Include JSON: true
  • Provide simple frame array format

JSON Structure:

{
  "frames": [
    {"x": 0, "y": 0, "w": 32, "h": 32, "duration": 100}
  ],
  "meta": {
    "frameWidth": 32,
    "frameHeight": 32,
    "frameCount": 8
  }
}

Integration Pattern:

  1. Load PNG texture
  2. Parse JSON to get frame rectangles
  3. Create sub-textures/sprites from coordinates
  4. Use duration for animation timing

Technical Details

PNG Export Format

Specifications:

  • Color Mode: RGBA (8-bit per channel)
  • Transparency: Full alpha channel support
  • Compression: PNG lossless compression
  • Color Space: sRGB
  • Bit Depth: 32-bit (8-bit per channel RGBA)

When to Use:

  • Static sprites with transparency
  • Individual frames from animations
  • High-quality source files
  • Layer-specific exports

GIF Export Format

Specifications:

  • Color Palette: Maximum 256 colors
  • Transparency: Binary (on/off), no partial alpha
  • Animation: Frame-based with per-frame timing
  • Loop Control: Infinite or play-once
  • Compression: LZW compression

Limitations:

  • Color limit may require palette optimization
  • No partial transparency (alpha is binary)
  • Larger file sizes than video formats
  • Limited to 8-bit color depth

When to Use:

  • Web animations without video player
  • Social media posts
  • Email-compatible animations
  • Simple looping animations

Spritesheet Layouts

Horizontal Layout:

[Frame0][Frame1][Frame2][Frame3]...
  • Dimensions: width = frameWidth * frameCount, height = frameHeight
  • Best for: CSS animations, simple scrolling

Vertical Layout:

[Frame0]
[Frame1]
[Frame2]
[Frame3]
...
  • Dimensions: width = frameWidth, height = frameHeight * frameCount
  • Best for: Mobile-optimized, vertical scrolling

Grid Layout:

[Frame0][Frame1][Frame2][Frame3]
[Frame4][Frame5][Frame6][Frame7]
[Frame8][Frame9][Frame10][Frame11]
  • Dimensions: Balanced to create near-square texture
  • Best for: Game engines, power-of-2 textures, Unity, Godot

Packed Layout:

[Frame0][Frame2][Frame5]
[Frame1][Frame3][Frame6]
    [Frame4][Frame7]
  • Dimensions: Optimally packed to minimize wasted space
  • Best for: Advanced engines with atlas support (Phaser, LibGDX)
  • Requires JSON metadata for frame positions

Metadata Structures

Standard Frame Format:

{
  "filename": "frame_0.png",
  "frame": {"x": 0, "y": 0, "w": 32, "h": 32},
  "rotated": false,
  "trimmed": false,
  "spriteSourceSize": {"x": 0, "y": 0, "w": 32, "h": 32},
  "sourceSize": {"w": 32, "h": 32},
  "duration": 100
}

Fields Explained:

  • filename: Logical frame identifier
  • frame: Position and size in spritesheet (pixels)
  • rotated: Whether frame is rotated 90° (packed layouts)
  • trimmed: Whether transparent pixels were removed
  • spriteSourceSize: Position within original canvas if trimmed
  • sourceSize: Original canvas size before trimming
  • duration: Frame duration in milliseconds

Meta Information:

{
  "app": "Aseprite",
  "version": "1.3.x",
  "format": "RGBA8888",
  "size": {"w": 256, "h": 128},
  "scale": "1",
  "frameTags": [
    {"name": "idle", "from": 0, "to": 3, "direction": "forward"},
    {"name": "run", "from": 4, "to": 11, "direction": "forward"}
  ]
}

Common Export Patterns

Pattern 1: Single Frame Export

Scenario: User wants just one frame as PNG

1. mcp__aseprite__get_sprite_info (verify frame exists)
2. mcp__aseprite__export_png:
   - file_path: "/output/frame.png"
   - frame_number: 0 (or user-specified)
   - scale: 1 (or user-specified)
3. Confirm export with dimensions

Pattern 2: Full Animation GIF

Scenario: User wants animated GIF of entire sprite

1. mcp__aseprite__get_sprite_info (verify frames > 1)
2. mcp__aseprite__export_gif:
   - file_path: "/output/animation.gif"
   - loop: true
   - scale: 2
3. Report frame count and file size

Pattern 3: Game-Ready Spritesheet

Scenario: User wants spritesheet for Unity/Godot

1. mcp__aseprite__get_sprite_info (check dimensions and frames)
2. Ask about target engine if not specified
3. mcp__aseprite__export_spritesheet:
   - file_path: "/output/spritesheet.png"
   - layout: "grid"
   - include_json: true
   - padding: 1
   - scale: 1
4. Provide integration instructions for target engine

Pattern 4: Specific Animation Tag

Scenario: User wants to export just one animation (e.g., "run")

1. mcp__aseprite__get_sprite_info (verify tag exists)
2. mcp__aseprite__export_spritesheet or export_gif:
   - animation_tag: "run"
   - Other settings as appropriate
3. Confirm only tagged frames exported

Pattern 5: Multi-Resolution Export

Scenario: User wants multiple scales (1x, 2x, 4x)

1. Export PNG/spritesheet at scale: 1
2. Export PNG/spritesheet at scale: 2
3. Export PNG/spritesheet at scale: 4
4. Organize files: sprite_1x.png, sprite_2x.png, sprite_4x.png
5. Report all outputs with dimensions

Pattern 6: Layer-Specific Export

Scenario: User wants individual layers as separate files

1. mcp__aseprite__get_sprite_info (get layer names)
2. For each layer:
   - mcp__aseprite__export_png:
     - layer: "LayerName"
     - file_path: "/output/layerName.png"
3. Report all exported layers

Integration with Other Skills

Pixel Art Creator Integration

Workflow: Create → Export

1. User creates sprite with Pixel Art Creator Skill
2. Automatically offer export options when creation complete
3. Suggest appropriate format based on sprite type (static vs animated)
4. Use this Skill to handle export

Pixel Art Animator Integration

Workflow: Animate → Export

1. User creates animation with Pixel Art Animator Skill
2. When animation complete, offer export formats:
   - GIF for web/social
   - Spritesheet for games
3. Use this Skill for export with animation metadata

Pixel Art Professional Integration

Workflow: Optimize → Export

1. User applies professional techniques (dithering, palette optimization)
2. Export with optimized settings:
   - Preserve palette for GIF export
   - Use appropriate compression for PNG
3. This Skill handles format-specific optimization

Error Handling

File Path Issues

Problem: Invalid or inaccessible output path

Solution:

1. Verify directory exists (create if needed using Bash)
2. Check write permissions
3. Use absolute paths, not relative
4. Suggest valid path if user provides invalid one

Missing Frames or Tags

Problem: User requests frame/tag that doesn't exist

Solution:

1. Use get_sprite_info to verify available frames and tags
2. List available options to user
3. Ask user to clarify which frame/tag they want
4. Don't attempt export until valid selection made

Large File Warnings

Problem: Export will create very large file (GIF >5MB, PNG >10MB)

Solution:

1. Calculate approximate size based on dimensions and frame count
2. Warn user before export if size exceeds thresholds
3. Suggest alternatives:
   - Reduce scale factor
   - Export fewer frames
   - Use spritesheet instead of GIF
   - Optimize palette

Format Limitations

Problem: User requests feature not supported by format (e.g., GIF transparency)

Solution:

1. Explain format limitation clearly
2. Suggest alternative format or approach
3. Proceed with export noting the limitation
4. Examples:
   - GIF binary transparency → suggest PNG for partial alpha
   - GIF 256-color limit → suggest palette optimization first

Scale Factor Issues

Problem: Non-integer scale or excessive scaling

Solution:

1. Only accept integer scale factors (1, 2, 3, 4, etc.)
2. Warn if scale >4 (may create very large files)
3. Explain pixel-perfect scaling benefits
4. Suggest appropriate scale for user's use case

Success Indicators

Export completed successfully when:

  1. File Created: Output file exists at specified path
  2. Correct Format: File extension matches requested format (.png, .gif)
  3. Expected Dimensions: Scaled dimensions are correct (originalSize * scale)
  4. Frame Count Match: Spritesheet or GIF contains expected number of frames
  5. JSON Generated: Metadata file created if include_json was true
  6. User Confirmation: User can open and verify exported file

Report to User:

✓ Export complete: /path/to/output.png
  - Format: PNG with transparency
  - Dimensions: 64x64 (2x scale from 32x32 original)
  - Frames: 1 (static image)
  - File size: ~8KB

[For spritesheets, also include:]
  - Layout: Grid (4x2)
  - Frame dimensions: 32x32 each
  - Total frames: 8
  - JSON metadata: /path/to/output.json
  - Integration: Ready for Unity/Godot import

[Provide relevant integration code snippet if applicable]

Post-Export Guidance:

  • Suggest next steps (import to engine, optimize file size, create additional scales)
  • Offer integration code for target platform
  • Explain how to use JSON metadata
  • Recommend testing in target environment