SureForge
SkillAn instruction-only skill that makes agents research before they ask, plan before they build, and verify before they call anything done.
- workflow
- verification
- quality
- skill
232 pixel art effects, every one a small piece of code — drop them into a browser game, export sprite sheets for any engine, and a Claude Code skill that makes new ones draft-render-look-refine.
pixelfx is a library of 232 pixel art effects across 20 categories — fire, explosions, water, ice, lightning, sci-fi, melee, impacts, projectiles, spawn and death, arcane, holy, shadow, status, nature, weather, UI, pickups, transitions and critters — where every effect is a small JavaScript file in src/fx/<category>/<name>.js, no images. Effects come in two kinds: pure ones export draw(p, t, o) — the frame at t seconds from t alone, so loops tile with no seam — and simulated ones step real particles, debris and lights at 120 Hz, so sparks bounce the same at any frame rate. Pixels go into a color buffer and additive glow into a light buffer added on top, so hot things look hot; every random number comes from the effect's seed, so frame 40 is the same every time; and any effect takes a dark-to-bright palette ramp, so a fire can burn blue without touching its code. Use the effects in a browser game (canvas, Phaser, PixiJS, Kaplay, three.js) via npm i github:patch-gg/pixelfx, or export sprite sheets with an Aseprite-style JSON for Godot, Unity, GameMaker, Defold, LÖVE and Bevy. The Claude Code skill — installable as a plugin or a plain skill folder — teaches the agent to find, use, export and make effects the way a picky pixel artist would: draft, render, look at the contact sheet, fix the worst thing, render again, with check.mjs catching spills, seams, unseeded randomness and slow frames. The method is Hugo Duprez's. MIT for code and effects, by Patch.
A browser game that needs fire, hits, pickups and weather without an artist or a texture budget — install from GitHub with no dependencies, or hand the skill a prompt like "Make five takes on a coin pickup sparkle and show me the best two." Engine teams get the same effects as sprite sheets; effect authors get a working starting point from node tools/new.mjs and a quality bar to iterate against.
# Claude Code skill, as a plugin: /plugin marketplace add patch-gg/pixelfx /plugin install pixelfx@pixelfx # or copy skills/pixelfx into ~/.claude/skills/ # the library, no dependencies: npm i github:patch-gg/pixelfx # author a new effect: node tools/new.mjs arcane/my-spell node tools/render.mjs arcane/my-spell node tools/check.mjs arcane/my-spell
MIT covers the code and the effects, but the Patch Pixel font in gallery/fonts is Patch's own and not covered (see NOTICE.md), and parts are adapted from Hugo Duprez's MIT effects, credited at the top of those files. For engines the path is sprite-sheet export, not direct import — Godot, Unity, GameMaker, Defold, LÖVE and Bevy read the sheets, while the code itself targets browser canvas APIs. The live gallery at https://patch-gg.github.io/pixelfx/ plays every effect. Created 2026-10-30: very new, and 232 is the count as of writing.
Repository
patch-gg/pixelfxCharted
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