Initial release: game-studio plugin for Claude Code

Repackaged from OpenAI's game-studio Codex plugin (MIT) for Claude Code.

Changes from upstream:
- Added .claude-plugin/plugin.json (Claude Code plugin manifest)
- Removed .codex-plugin/plugin.json (Codex CLI specific)
- Removed skills/*/agents/openai.yaml (Codex CLI specific)
- Added scripts/requirements.txt (Pillow dependency for sprite-pipeline)
- Added Chinese README with installation guide
This commit is contained in:
Rocky
2026-04-30 13:41:36 +02:00
commit aaf6656b49
35 changed files with 2236 additions and 0 deletions

View File

@@ -0,0 +1,57 @@
# Sprite Pipeline
This is the default 2D animation workflow for the plugin.
## Principles
- Start from one approved in-game frame.
- Generate the animation as one strip, not isolated frames.
- Normalize the whole strip with one shared scale.
- Use one shared anchor, typically bottom-center.
- Preview before approving the asset.
## Why this works
- The approved seed frame preserves identity.
- Strip-first generation reduces frame-to-frame drift.
- Shared-scale normalization prevents one tall pose from making the character feel smaller.
- Locking frame 01 back to the shipped sprite preserves continuity for idle-to-action transitions.
## Prompt template
```text
Intended use: candidate production spritesheet for a 2D browser game animation review.
Edit the provided transparent reference canvas into a single horizontal <N>-frame spritesheet.
The existing sprite in the leftmost slot is the anchor frame and must remain the same character:
- same facing direction
- same silhouette family
- same palette family
- same proportions
- same readable face or key features
- same outfit details
Composition:
- transparent canvas
- exactly one row of <N> equal frame slots
- no extra characters
- no labels
- no scenery
- no poster layout
Action:
- describe the specific animation beat from frame 1 through frame N
Style:
- authentic pixel-art production asset
- crisp pixel clusters
- restrained palette
- not concept art
```
## Normalization notes
- Use the union of detected sprite bounds per slot.
- Compute one scale from the largest detected frame and anchor.
- Bottom-align frames into the target canvas.
- Reuse the exact shipped frame for frame 01 when `--lock-frame1` is appropriate.