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patch-gg/pixelfx
A library of 244 pixel art effects and animations implemented as code, with tools for export and a Claude Code skill for creation.
Provides a scalable library of pixel art effects and a Claude Code skill to help developers create, customize, and export VFX for games. Effects are code-only, using pure functions for deterministic loops or simulated particles at 120 Hz, with a dual-buffer system for color and additive light.
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Claims below include README evidence. A matching quote or worker agreement does not establish that a claim is correct. Category majority among 2 workers. Version 1.
A library of 244 pixel art effects and animations implemented as code, with tools for export and a Claude Code skill for creation.
244 pixel art effects and animations, every one a small piece of code
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Provides a scalable library of pixel art effects and a Claude Code skill to help developers create, customize, and export VFX for games.
This repo is our take on the idea at library scale, with a skill to keep going.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Effects are code-only, using pure functions for deterministic loops or simulated particles at 120 Hz, with a dual-buffer system for color and additive light.
Pure effects export draw(p, t, o), the frame at t seconds from t alone, so loops tile with no seam. Simulated effects export create(o) and step real particles, debris and lights at 120 Hz
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Contains 244 pixel art effects and animations implemented as small code snippets.
244 pixel art effects and animations, every one a small piece of code
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Allows live playback, recoloring, mirroring, and export of sprite sheets for game engines.
Play them live, recolor and mirror them, drop them into a browser game, or export sprite sheets for any engine
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Supports browser games like Phaser, PixiJS, and three.js with no external dependencies.
In a browser game (canvas, Phaser, PixiJS, Kaplay, three.js), use the code. No dependencies.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Generates sprite sheets compatible with Godot, Unity, GameMaker, Defold, LÖVE, and Bevy.
In any engine (Godot, Unity, GameMaker, Defold, LÖVE, Bevy), use sprite sheets
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Supports dynamic palette swapping to change effect colors without modifying code.
Any effect takes a palette (a dark-to-bright ramp of hex colors), so a fire can burn blue and a heal can glow pink without touching its code
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Includes a Claude Code skill for generating, exporting, and refining new effects.
The pixelfx skill teaches Claude Code to find, use, export and make effects
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Uses seeded randomness to ensure deterministic frame output.
Seeded everything. Every random number comes from the effect's seed, so frame 40 is the same every time.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Includes a quality check tool to detect rendering issues like seams and unseeded randomness.
node tools/check.mjs arcane/my-spell # spills, seams, unseeded randomness, slow frames
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Provides 244 pre-made pixel art effects including fire, explosions, magic, weather, and UI elements.
244 pixel art effects and animations, every one a small piece of code.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Allows live playback, recoloring, mirroring, direct browser integration, and sprite sheet export for game engines.
Play them live, recolor and mirror them, drop them into a browser game, or export sprite sheets for any engine.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Supports dynamic palette recoloring via hex color ramps without modifying effect code.
Any effect takes a palette (a dark-to-bright ramp of hex colors), so a fire can burn blue and a heal can glow pink without touching its code.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Includes a Claude Code skill plugin to generate, modify, and export custom effects via natural language.
The pixelfx skill teaches Claude Code to find, use, export and make effects.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Uses seeded randomness to ensure consistent particle behavior across different frames and runs.
Seeded everything. Every random number comes from the effect's seed, so frame 40 is the same every time.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Provides CLI tools to scaffold new effects, render frames, check quality, and serve local galleries.
node tools/new.mjs arcane/my-spell # a working starting point (add --loop for a loop)
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Status effects and auras are attached to character skeletons and follow movement automatically.
Effects drawn on the body (frost, poison, a scan line) are written against the standing character and follow him wherever he goes.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Uses a compatible frame format with Sprite Fusion for unified rendering pipelines.
Same frame shape as Sprite Fusion's VFX ({ w, h, ox, oy, color, light }), so both libraries can draw into one frame.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Limitation: Effects drawn on the character body use a stock dummy and must be regenerated if custom characters are used.
Effects drawn on the body paint the stock dummy, so regenerate those if you ship them.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Limitation: Uses a fixed 24x38 pixel stock character dummy for status effects and hit reactions.
A 24×38 stock character stands in for status effects, auras and hits.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Limitation: Effects drawn on the character body paint the stock dummy, requiring regeneration if shipped.
Effects drawn on the body paint the stock dummy, so regenerate those if you ship them.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Limitation: Directional effects are hardcoded to face right by default.
Directional effects face right.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Limitation: Character poses are limited to 12 fps steps while particles run at full simulation rate.
Poses hold on 12 fps steps, the way hand-drawn sprites do, while particles run at full rate.
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
Alternative to Sprite Fusion
His open-source effects at Sprite Fusion set the bar
Quote matched the README or GitHub description at extraction. Same claim and quote from 1 worker(s). Interpretation not reviewed by a maintainer.
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