spritecook-workflow-essentials
Shared workflow rules for SpriteCook. Use together with SpriteCook generation, UI-kit building, animation, import, background-removal, and asset-organization workflows for credits, downloads, asset manifests, safe auth handling, and recommended defaults.
By spritecook · 794 installs
npx skills add spritecook/skills --skill spritecook-workflow-essentials
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SpriteCook Workflow Essentials
Use this alongside the SpriteCook image or animation skill whenever SpriteCook MCP tools are available.
Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook mcp setup or see [spritecook.ai](https://spritecook.ai).
Preflight Checklist
1. Check credits first with get credit balance before starting a batch or multi asset workflow.
2. Use each asset's sprite url as the canonical downloadable image URL. Use spritesheet url only when it is present and specifically needed.
3. Save important asset id values in a local manifest whenever there is a writable workspace, unless the user explicitly wants a throwaway result.
4. When a workflow involves follow up generations or animations for the same subject, identify and reuse the canonical asset id instead of generating from scratch again.
5. If the agent loses track of generated asset IDs, recover them with list recent assets(limit=...) before failing.
Credential Safety
Never ask the user to paste a SpriteCook API key into chat, prompts, code blocks, shell commands, or generated files.
Never print, persist, echo, or inline API keys or Authorization headers in agent output.
Prefer SpriteCook MCP tools, presigned URLs, or a preconfigured local connector/helper that handles authentication outside the prompt.
If a raw API call is required and no authenticated helper exists, stop and ask the user to configure one.
Async Operations
Treat generate game art , generate tileset , remove background , generate character , generate character animations , and animate game art as asynchronous operations.
Follow the returned poll.tool with its exact poll.arguments . Do not invent a polling endpoint or search arbitrary response fields.
Use operation id as the generic identifier while retaining the returned job id or run id for the matching poll tool.
Pass wait seconds only when the tool exposes it and an explicit bounded wait is useful; the normal default is immediate return.
On a terminal success, consume canonical assets . If the response contains warning.code="asset output unavailable" , execute its supplied warning.recovery tool call.
Asset Library Tools
Use spritecook upload assets plus create asset upload and finalize asset upload when a local file path needs to become a SpriteCook asset before animation, editing, reference, or tileset style reuse.
Use import asset(image=..., pixel=..., display name=..., file name=...) only when the image is already a small data URL or raw base64 value that can be passed without printing it.
Use remove background(asset id=...) for owned SpriteCook assets that need a transparent cutout. Use remove background(image=...) only when the user supplies local image data and does not need a reusable imported asset first. Poll the returned job contract for the cleaned asset.
Use update asset label(asset id=..., label=...) after generation, import, or cleanup when a clearer asset name will help the project manifest or future agent steps.
Do not tell the user to use the SpriteCook HTTP API or API keys for local image import when the SpriteCook MCP tools are available. Prefer the upload bridge for file paths.
UI Kit Tools
Use spritecook build ui kits for complete UI screens and cohesive systems. Build or select one concept first, then generate sheets and extract components from that shared visual source.
If the UI kit MCP tools are missing, refresh or reconnect the SpriteCook integration. Do not silently substitute several unrelated generate game art(mode="ui") calls for a full screen.
Pass an existing owned concept to create ui kit(concept asset id=...) when the user or agent already has a suitable SpriteCook asset. Do not regenerate it merely to enter the UI kit workflow.
Keep generate game art(mode="ui") for a single isolated UI asset such as an icon, badge, control, divider, or decoration.
Treat UI kit concept and sheet generation as multi asset work: check credits first, preserve the kit ID, and poll with get ui kit until queued jobs settle.
Keep gpt image 2 as the UI kit model default. Gemini UI kit concepts require an account that independently supports 2K generation.
Inspect extraction quality summary before finalization and follow spritecook build ui kits when it requires corrections.
Preset Tools
When the user says to use one of their saved presets, call list presets(query=...) first and identify the best matching preset by title, mode, and status.
Then call get preset settings(preset id=...) and apply the returned settings as guidance for the next SpriteCook MCP generation or edit tool.
Treat presets as saved settings and reference guidance, not as a separate generation path.
Private draft presets can return owned reference asset IDs in settings.reference.styleAssetIds , contextAssetId , and editAssetId .
For still image generation, map settings.reference.styleAssetIds to style asset ids on generate game art ; use up to 10 IDs.
Treat style guide images as ambient style context for new related assets; agents do not need to restate them in the prompt unless calling out a specific visual trait.
Map settings.reference.contextAssetId to reference asset id when the preset provides one specific visual/context reference asset.
Use reference asset id when a prompt refers to one specific source or context asset, such as a particular building, character, prop, or part.
Use edit asset id only for the one asset being directly modified.
Published presets can return frozen preset media URLs in settings.reference.styleUploadUrls , contextUploadUrl , and editUploadUrl ; use these only when the target MCP tool supports upload URL references.
Use save private preset(...) only when the user explicitly asks to save a private preset. It creates a private draft preset only and does not publish, share, or submit anything for moderation.
Defaults
Prefer smart crop mode="tightest" for the best default results. Use "power of 2" only when the user explicitly asks for it.
Model guidance:
gemini 2.5 flash image : cheapest
gemini 3.1 flash image : recommended default for ordinary still image generation
gemini 3 pro image : most expensive
Focused workflow defaults override this general guidance. In particular, UI kits default to gpt image 2 because their concept and sheet pipeline uses 2K output.
Asset Manifest
Treat asset id as the primary stable identifier.
Store a 12 character SHA 256 prefix ( sha12 ) for saved local files.
Use a minimal manifest entry shape:
asset id
sha12
optional label
Prefer a simple machine readable file such as spritecook assets.json unless the project already has an asset manifest.
Before generating a new reference asset or asking the user for an asset id, check the local manifest first.
Before reusing a local file, compute its sha12 and match it against the manifest to recover the correct asset id .
Downloading Assets
For recent asset recovery flows, prefer list recent assets(limit=...) .
Treat sprite url as the single primary asset URL to inspect, save, or hand off to downstream tools.
Treat spritesheet url as an optional secondary artifact. Use it only when present and only when you specifically need a spritesheet export.
For single asset inspection flows, get asset metadata(asset id) also exposes canonical asset id , sprite url , and optional spritesheet url fields.
Treat url , pixel url , and raw url as compatibility aliases rather than the primary contract.
Avoid relying on low level internal fields such as presigned pixel url or presigned url in agent facing workflows unless no higher level field is available.
Avoid direct authenticated download endpoints in skill driven workflows unless a helper handles auth out of band.