pixel-art 精选
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
安装方式
cp -r optional-skills/creative/pixel-art ~/.claude/skills/pixel-art把该 skill 目录放进客户端 skills 目录。不同客户端的目录可能不同,Claude Code 默认是 ~/.claude/skills/
https://raw.githubusercontent.com/NousResearch/hermes-agent/0b89435e7e4f7fab88a34eb69f13bf339eb2fd00/optional-skills/creative/pixel-art/SKILL.md下载后另存为 ~/.claude/skills/pixel-art/SKILL.md。链接锁定采集时的 commit,内容与本站展示一致。
整仓一次性获取:git clone --depth 1 https://github.com/NousResearch/hermes-agent.git
依赖与权限
- 无需 API Key
- 需要联网访问外部服务
- 依赖外部命令:
pythonpipffmpegconvert - 以上为按正文与 frontmatter 自动推断的信号,仅供参考;安装前建议先阅读原文。
SKILL.md 正文
Pixel Art
Convert any image into retro pixel art, then optionally animate it into a short
MP4 or GIF with era-appropriate effects (rain, fireflies, snow, embers).
Two scripts ship with this skill:
scripts/pixel_art.py— photo → pixel-art PNG (Floyd-Steinberg dithering)scripts/pixel_art_video.py— pixel-art PNG → animated MP4 (+ optional GIF)
Each is importable or runnable directly. Presets snap to hardware palettes
when you want era-accurate colors (NES, Game Boy, PICO-8, etc.), or use
adaptive N-color quantization for arcade/SNES-style looks.
When to Use
- User wants retro pixel art from a source image
- User asks for NES / Game Boy / PICO-8 / C64 / arcade / SNES styling
- User wants a short looping animation (rain scene, night sky, snow, etc.)
- Posters, album covers, social posts, sprites, characters, avatars
Workflow
Before generating, confirm the style with the user. Different presets produce
very different outputs and regenerating is costly.
Step 1 — Offer a style
Call clarify with 4 representative presets. Pick the set based on what the
user asked for — don't just dump all 14.
Default menu when the user's intent is unclear:
clarify(
question="Which pixel-art style do you want?",
choices=[
"arcade — bold, chunky 80s cabinet feel (16 colors, 8px)",
"nes — Nintendo 8-bit hardware palette (54 colors, 8px)",
"gameboy — 4-shade green Game Boy DMG",
"snes — cleaner 16-bit look (32 colors, 4px)",
],
)
When the user already named an era (e.g. "80s arcade", "Gameboy"), skip
clarify and use the matching preset directly.
Step 2 — Offer animation (optional)
If the user asked for a video/GIF, or the output might benefit from motion,
ask which scene:
clarify(
question="Want to animate it? Pick a scene or skip.",
choices=[
"night — stars + fireflies + leaves",
"urban — rain + neon pulse",
"snow — falling snowflakes",
"skip — just the image",
],
)
Do NOT call clarify more than twice in a row. One for style, one for scene if
animation is on the table. If the user explicitly asked for a specific style
and scene in their message, skip clarify entirely.
Step 3 — Generate
Run pixel_art() first; if animation was requested, chain into
pixel_art_video() on the result.
Preset Catalog
| Preset | Era | Palette | Block | Best for |
|---|---|---|---|---|
arcade | 80s arcade | adaptive 16 | 8px | Bold posters, hero art |
snes | 16-bit | adaptive 32 | 4px | Characters, detailed scenes |
nes | 8-bit | NES (54) | 8px | True NES look |
gameboy | DMG handheld | 4 green shades | 8px | Monochrome Game Boy |
gameboy_pocket | Pocket handheld | 4 grey shades | 8px | Mono GB Pocket |
pico8 | PICO-8 | 16 fixed | 6px | Fantasy-console look |
c64 | Commodore 64 | 16 fixed | 8px | 8-bit home computer |
apple2 | Apple II hi-res | 6 fixed | 10px | Extreme retro, 6 colors |
teletext | BBC Teletext | 8 pure | 10px | Chunky primary colors |
mspaint | Windows MS Paint | 24 fixed | 8px | Nostalgic desktop |
mono_green | CRT phosphor | 2 green | 6px | Terminal/CRT aesthetic |
mono_amber | CRT amber | 2 amber | 6px | Amber monitor look |
neon | Cyberpunk | 10 neons | 6px | Vaporwave/cyber |
pastel | Soft pastel | 10 pastels | 6px | Kawaii / gentle |
Named palettes live in scripts/palettes.py (see references/palettes.md for
the complete list — 28 named palettes total). Any preset can be overridden:
pixel_art("in.png", "out.png", preset="snes", palette="PICO_8", block=6)
Scene Catalog (for video)
| Scene | Effects |
|---|---|
night | Twinkling stars + fireflies + drifting leaves |
dusk | Fireflies + sparkles |
tavern | Dust motes + warm sparkles |
indoor | Dust motes |
urban | Rain + neon pulse |
nature | Leaves + fireflies |
magic | Sparkles + fireflies |
storm | Rain + lightning |
underwater | Bubbles + light sparkles |
fire | Embers + sparkles |
snow | Snowflakes + sparkles |
desert | Heat shimmer + dust |
Invocation Patterns
Python (import)
import sys
import os
sys.path.insert(0, os.path.expanduser("~/.hermes/skills/creative/pixel-art/scripts"))
from pixel_art import pixel_art
from pixel_art_video import pixel_art_video
# 1. Convert to pixel art
out = os.path.expanduser("~/.hermes/cache/scratch")
pixel_art("/path/to/photo.jpg", f"{out}/pixel.png", preset="nes")
# 2. Animate (optional)
pixel_art_video(
f"{out}/pixel.png",
f"{out}/pixel.mp4",
scene="night",
duration=6,
fps=15,
seed=42,
export_gif=True,
)
CLI
cd ~/.hermes/skills/creative/pixel-art/scripts
python pixel_art.py in.jpg out.png --preset gameboy
python pixel_art.py in.jpg out.png --preset snes --palette PICO_8 --block 6
python pixel_art_video.py out.png out.mp4 --scene night --duration 6 --gif
Pipeline Rationale
Pixel conversion:
- Boost contrast/color/sharpness (stronger for smaller palettes)
- Posterize to simplify tonal regions before quantization
- Downscale by
blockwithImage.NEAREST(hard pixels, no interpolation) - Quantize with Floyd-Steinberg dithering — against either an adaptive
N-color palette OR a named hardware palette
- Upscale back with
Image.NEAREST
Quantizing AFTER downscale keeps dithering aligned with the final pixel grid.
Quantizing before would waste error-diffusion on detail that disappears.
Video overlay:
- Copies the base frame each tick (static background)
- Overlays stateless-per-frame particle draws (one function per effect)
- Encodes via ffmpeg
libx264 -pix_fmt yuv420p -crf 18 - Optional GIF via
palettegen+paletteuse
Dependencies
- Python 3.9+
- Pillow (
pip install Pillow) - ffmpeg on PATH (only needed for video — Hermes installs package this)
Pitfalls
- Pallet keys are case-sensitive (
"NES","PICO_8","GAMEBOY_ORIGINAL"). - Very small sources (<100px wide) collapse under 8-10px blocks. Upscale the
source first if it's tiny.
- Fractional
blockorpalettewill break quantization — keep them positive ints. - Animation particle counts are tuned for ~640x480 canvases. On very large
images you may want a second pass with a different seed for density.
mono_green/mono_amberforcecolor=0.0(desaturate). If you override
and keep chroma, the 2-color palette can produce stripes on smooth regions.
clarifyloop: call it at most twice per turn (style, then scene). Don't
pepper the user with more picks.
Verification
- PNG is created at the output path
- Clear square pixel blocks visible at the preset's block size
- Color count matches preset (eyeball the image or run
Image.open(p).getcolors()) - Video is a valid MP4 (
ffprobecan open it) with non-zero size
Attribution
Named hardware palettes and the procedural animation loops in pixel_art_video.py
are ported from pixel-art-studio
(MIT). See ATTRIBUTION.md in this skill directory for details.
质量与来源
- 所属仓库
- NousResearch/hermes-agent
- 仓库星标
- 25 万
- 最近更新
- 今天
- 采集时间
- 今天
- commit
- 0b89435e7e4f
- 内容指纹
- sha256:eae06833ec560c7
- 文件路径
- optional-skills/creative/pixel-art/SKILL.md