aigengame/aseprite-automation/spa

Claude Code and agent skill by aigengame/aseprite-automation

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Use the spa CLI to create, edit, inspect, validate, and export Aseprite assets. Use when an agent works on sprites, pixel art, animations, or tile assets through Aseprite, or the user asks for SPA automation.

Install

npx vskill@latest install aigengame/aseprite-automation/spa

SKILL.md

spa

spa is an agent-facing CLI for Aseprite. Use it to prepare raster inputs, create and edit native sprite files, inspect the result, and export assets for another tool or game engine. SPA and Aseprite must be installed separately; installing this skill does not install either executable.

Configure and discover

  • Set SPA_ASEPRITE_EXECUTABLE to the Aseprite executable, or pass

--aseprite PATH on an operation, such as spa info --aseprite PATH.

  • Run spa version to identify the installed CLI and spa info to check

the selected Aseprite runtime. Keep the same runtime for related calls.

  • Run spa or spa help for the command overview. Use spa help <command path>

for a group or command, such as spa help tileset tile add; the target's --help shows the same text. Help does not start Aseprite. Read that command's --schema for request fields, results, and failures. Use spa schema when you need the full installed surface and declared Capability Gaps.

  • Follow the installed help and schemas when they differ from an example.

Check that the operation and options needed for the task are available. If they are absent or unclear, report the limitation instead of inventing a command or assuming that a newer example applies.

Operations emit JSON by default. Build the request from the command's schema; send a short object with --input-json '{...}', or use stdin:

bash
spa sprite create --schema
spa sprite create --input-json - < create.json

Read the JSON status and the operation's result fields. On failure, use the top-level code and details; use message and diagnostics for explanation. Add --human after the command for a readable view, such as spa info --human. --json takes precedence when both output flags are set.

Create, edit, and verify

  1. For a new asset, use sprite create with the requested dimensions,

color mode, and initial layer. For an existing asset, inspect it with sprite get and the relevant Layer, Frame, or Cel commands before editing. Request only the inspection sections needed for the task.

  1. Choose explicit source and target files. When keeping an original,

write to a separate target and continue from the file just produced. Use in-place editing or overwrite only when the task calls for it; do not enable them merely to get past a refusal.

  1. Discover the relevant authoring commands for the change. Use inspected

layer addresses and frame numbers rather than assuming names are unique or positions have stayed the same. SPA Frame Numbers start at 1; follow the schema's coordinate space for pixel or tile edits.

  1. Inspect the saved result and validate the facts the task requires.

For sprite validate, supply the expected facts and check valid, checks, and findings: status: success means the check ran, not that the sprite matched. A successful command alone does not establish visual quality; preview the exported image when appearance matters.

For several supported changes to one sprite, consider plan check and plan run to avoid repeated saves. Discover which operations can be steps before building a plan. A plan does not coordinate several sprite files.

For external PNG artwork, discover raster prepare and image import before rebuilding the image through individual paint calls. Keep the preparation, authoring, and export choices explicit in their requests.

Export and recover

Use export --help to choose an installed output operation. For a first image, inspect export image --schema, select the frame, area, layers, color handling, and destination required by the task, then export. Use the returned Artifact paths; retain the editable sprite when the task calls for reusable source assets. Check the actual image and metadata needed by the downstream consumer. A successful export does not prove that a game engine imported or used it correctly.

When a request fails, use its typed details to correct the input or environment before retrying. If a multi-file export reports partial_publication, inspect the per-destination results and existing files first; a retry must account for outputs already written. For a Capability Gap or unavailable operation, explain the affected part of the task and any supported alternative without silently changing the requested result. script run is for an explicit caller-owned Lua task; it is not a fallback to bypass an unavailable or refused operation.

Security

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