dotwork
/dotwork
Tworzy pixel art do gry na własnym GPU przez ComfyUI: postacie z animacjami, rekwizyty, tereny, efekty, ikony i interfejs, bez płatnej usługi.
- Autor
- Er2oneousbit ↗
- Repozytorium
- claude-code-game-kit ↗
- Licencja
- MIT
- Ostatnia zmiana repozytorium
- 12.11.2026
Ocena i bezpieczeństwo
- Pliki w paczce
- 1
- Skrypty
- 0
- Komentarze HTML
- 0
- Adresy URL w SKILL.md
- 0
Brak sygnałów. Repozytorium zmienione 12.11.2026, bez odwołań do wycofanych modeli i API.
MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.
Co robi i kiedy
Tworzy pixel art do gry na własnym GPU przez ComfyUI: postacie z animacjami, rekwizyty, tereny, efekty, ikony i interfejs, bez płatnej usługi.
Wyzwalacze z opisu
Oryginalny opis (EN)
Make the game's pixel art on the user's own GPU with Dotwork (tools/art/dotwork/, local AI through ComfyUI): characters with 4-direction animations, props with collision, terrain and maps from text, effects, enemies, battle backgrounds, icons, portraits, fonts and UI. Use when the GDD's art source is Dotwork, or the user says "Dotwork", "make pixel art locally", "generate sprites/tiles/effects on my GPU", or wants AI art without a paid service. Godot gets ready-made resources; every other engine's importer brings the art in (README "Other engines"). Not for 3D (/model-pipeline) or paid service
Jak działa
SKILL.md bez nagłówków drugiego poziomu · 54 linii, 777 słów
Podgląd SKILL.md
---
name: dotwork
description: Make the game's pixel art on the user's own GPU with Dotwork (tools/art/dotwork/, local AI through ComfyUI): characters with 4-direction animations, props with collision, terrain and maps from text, effects, enemies, battle backgrounds, icons, portraits, fonts and UI. Use when the GDD's art source is Dotwork, or the user says "Dotwork", "make pixel art locally", "generate sprites/tiles/effects on my GPU", or wants AI art without a paid service. Godot gets ready-made resources; every other engine's importer brings the art in (README "Other engines"). Not for 3D (/model-pipeline) or paid services (/gen-brief).
---
# Dotwork: local pixel art
Dotwork turns a JSON spec into game-ready pixel art on this machine. Claude writes the specs, runs the tool, reviews
every result by eye and logs what ships; the models only draw. Read `tools/art/dotwork/README.md` (setup, every lane
and its keys, limits) and SOP-16 "Generating pixel art locally" before the first run.
1. **Check the tier.** The toy is built with code-drawn art (`tools/art/pixel_sprite.py`); real art waits until the
fun is proven (GDD "Current tier"). If the game is still a toy, say so and ask before spending GPU time on art.
2. **Check the machine.** `python tools/art/dotwork/dotwork.py setup --check`. Explain each `[FAIL]` line in plain
words. Dotwork needs an NVIDIA GPU (8 GB for sprites, 12 GB for rotation, 16 GB for animation: the `tiers` in
`models.lock.json`, which `setup --check` prints), ComfyUI, two reviewed node packs and 15 to 78 GB of models,
depending on the tier. **Never download a model, install a node pack or install ComfyUI without a clear yes for
that item.** Node packs are untrusted code: review them as SOP-16 says. ComfyUI stays on 127.0.0.1. No GPU or too little memory: say so and offer the other art routes (GDD "Art source").
3. **First run, no GPU:** `python tools/art/dotwork/dotwork.py pack --spec tools/art/dotwork/examples/ui.json`
(needs `GODOT_BIN` in a Godot game; another engine gets `--engine none` and its own assets folder by default). It
proves the folder layout, the Godot import and the asset log in seconds. `tools/art/dotwork/examples/uikit.json`
is the same kind of run: the menu Theme, prompt glyphs and cursors.
4. **Write a spec from the plan.** Read GDD "Art and audio direction" and the style fragments in `docs/BRIEFS.md`
(fill them first if blank, as `/gen-brief` does). Start from the closest file in `tools/art/dotwork/examples/` and
save the game's spec as `assets_src/specs/<pack>.json`. Start small: one prop, one character, one tile set, then grow.
Prompts describe the subject only; Dotwork adds the pixel-art wording. No named artists, franchises or real people.
5. **Style references (optional).** For a set that reads as one game, list 3 or 4 of the game's own finished sprites
in `style_refs` (in dotwork.config.json under `art_src/dotwork/`, copied from `tools/art/dotwork/config.example.json`). Only sprites the user has the rights to. A reference can
change the subject as well as the style: check every sprite made with one.
6. **Say the cost in time before a long run.** About 16 s per sprite, 2 min per rotation, 2 min per animation clip,
about 20 min for a character with three actions (one tested machine). Run big packs in the background.
7. **Review before anything ships.** Open the review sheets under `assets_src/` and look at them yourself, then show
the user. Typical faults: a character turning toward the camera, faces on back views, background left around a
sprite, a tile edge repeating, a cropped figure. Fix one clip at a time (`character --fix CLIP:seed=N`), or render
takes side by side and pick one (`audition`, then `--promote`). Hand polish goes through `dotwork.py aseprite` or `dotwork.py pixelorama` (Pixelorama `.pxo` files, no install needed; `pixelorama --install-extension` adds a Dotwork tab inside Pixelorama that shows the asset and its QA notes and re-exports it with one button: README, Hand polish); `dotwork.py clean` tidies pixel art from elsewhere (grid, palette,
stray pixels), and `recolor` makes palette-swapped variants without a render.
8. **Prove it in the game.** In Godot, `pack` ends with `verify` (every asset loads, then the game's smoke). On other
engines, run the engine's importer, then `python tools/dev.py test` and `smoke` (details in `docs/ENGINE.md`; web
and RPG Maker MZ: `docs/ENGINE_FLOW.md`):
- web: nothing to run, every pack loads before the title screen (`queueDotwork` / `dotworkPack`, src/game/dotwork.ts).
- web-3d: restart `dev.py run` after a pack; `DotworkLibrary.load(DOTWORK_MANIFESTS)` in `src/game/dotwork/`.
- Unity: `python tools/dev.py exec GameKitDotwork.ImportAll`.
- Unreal: `python tools/dev.py exec Content/Python/kit_dotwork/import_dotwork.py`.
- Bevy, C++ / SDL3, LÖVE: nothing to run, the game loads every `assets/dotwork/*.assets.json` at startup
(`src/dotwork/`, `gfx::dotwork::Library`, `DotworkLoader.load_all()`).
- RPG Maker MZ: `python tools/dev.py dotwork` (MZ's image layouts in `game/img/`; `--dry-run` first).
9. **Log it.** `python tools/art/dotwork/dotwork.py log --pack NAME --dry-run`, check the row, then run it without
`--dry-run`. It writes the `ASSET_LOG.md` row (models and their licenses, `pre-generated` or `no`) and the evidence
file. Save prompts that worked in the Prompt Library in `docs/BRIEFS.md`.
Rules:
- Never read or print API keys or `.env` files. Dotwork needs none.
- Dotwork's work folder `art_src/dotwork/` stays out of git (it writes its own `.gitignore`); ship only `assets/` and
the sources under `assets_src/`.
- Every model file must match `tools/art/dotwork/models.lock.json` (`setup --check --hash`). A file with the right name
from another repository can carry another license (SOP-16).
- Stores ask about AI-made assets: the log rows are the record (SOP-04).
Wersje
W bazie nie ma innych skilli o nazwie dotwork.
Migawka bazy z 13.11.2026 · wersja paczki 7e11cd1d0d27 (skrót SHA-256 całej paczki)
Pobrania w ostatnich 30 dniach: 0 · ranking
Zgłoś problem z tym skillem: szkodliwa treść, błędny opis albo prośba autora o usunięcie.
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