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YoYoPixel

Pixel art without GPU. Any LLM can draw.

No GPU. No image model. No multimodal. No dependencies.
Any text-only LLM + size + prompt → pixel art HTML

Live Demo Claude Code MCP MIT


What is YoYoPixel?

Text-only LLMs can generate images — no GPU, no DALL-E, no multimodal model needed.

YoYoPixel is a skill/prompt framework that teaches any LLM (Claude, GPT, Gemini, Llama, Qwen...) to generate pixel art as pure HTML/CSS/JS code. The LLM writes structured text data, the browser renders it as pixel art.

Traditional: prompt → GPU → image model → PNG
YoYoPixel:   prompt → any text LLM → HTML code → pixel art in browser
/pixelart 32x32, a wizard with a glowing staff

The AI auto-decides everything: palette, detail level, rendering method, shading, animations, atmosphere. No configuration needed.

Capabilities at a glance

Size Range What it can do Rendering
8×8 Icons, emojis, game items (sword, potion, key, chest) CSS box-shadow
12–16px Character sprites, avatars, simple creatures CSS Grid + JS
24–32px Detailed characters with outfits, weapons, accessories CSS Grid + JS
48px+ Complex illustrations with sub-pixel shading CSS Grid + JS
48–96px Game assets, buildings, animals, tilesets Procedural texture engine
96–256px Full procedural landscapes, cityscapes, world landmarks Canvas + FBM noise

Install as Claude Code Skill

Option 1: Project-level (recommended)

# Clone
git clone https://github.com/SbName/yoyopixel.git

# Copy skill into your project
cp -r yoyopixel/.claude/skills/pixelart YOUR_PROJECT/.claude/skills/

Option 2: Global (all projects)

cp -r yoyopixel/.claude/skills/pixelart ~/.claude/skills/

Use it

/pixelart 16x16, a fire mage with staff
/pixelart 32x32, cyberpunk cat with neon goggles
/pixelart 192x128, mountain sunset with lake reflection
/pixelart 24x24, ancient Chinese swordsman in moonlight
/pixelart 80x85, stone cottage with red tile roof
/pixelart 50x40, a fox sitting in grass

# Tileset mode — generates 25-40 related assets on one sheet
/pixelart tileset, medieval village
/pixelart tileset, dungeon crawler

Two input modes: size + prompt for single assets, tileset + theme for full sprite sheets.

Claude auto-decides everything based on size and prompt:

  • Size determines detail level, max colors, and shading complexity
  • Prompt content determines rendering method (CSS Grid, Canvas landscape, or procedural texture engine)
  • Keywords trigger auto-animations (weapon → gleam, night → stars, fire → embers)
  • Subject type selects texture algorithms (building → stone/tiles, animal → fur/scales/feathers)

Showcases

Live Demo — try all demos online, no download needed.

Page Link
All-in-one Showcase sbname.github.io/yoyopixel/showcase.html
Landscape Generator sbname.github.io/yoyopixel/landscape.html
World Wonders sbname.github.io/yoyopixel/wonders.html
Stone Cottage sbname.github.io/yoyopixel/prototype-cottage.html
Style Gallery sbname.github.io/yoyopixel/prototype-gallery.html
Animals sbname.github.io/yoyopixel/prototype-animals.html

Characters & Scenes

Swordsman
16×24 · Moonlit scene
Cyberpunk Girl
32×32 · Neon rain
Fire Dragon
24×24 · Ember particles
Pixel Icons
8×8 · 12 game icons

Procedural Generators

Landscape Generator
FBM noise · 5 biomes · up to 256×144
World Wonders
8 landmarks · Pyramids, Great Wall, Taj Mahal...

Procedural Texture Engine (NEW)

Game-ready assets using region-based procedural textures — LLM declares regions + materials, engine auto-fills textures:

Stone Cottage
80×85 · Voronoi stone, offset-grid roof tiles, stucco, wood grain
Style Gallery
Wizard tower, sakura tree, treasure chest, village well
Organic Textures
Fox (fur strands) · Koi (fish scales) · Owl (feather barbs) · Snail (spiral shell)

19 procedural texture algorithms + sprite template system with per-material hue-shift shading and adaptive outlines

Full tileset demo:

Village Tileset · ~35 assets · cottage, fences, crates, bushes, cobblestone paths, birdhouses, flowers, stumps, rocks

Multi-Size Gallery

8×8 icons → 12×12 sprites → 16×16 avatars → 24×24 characters → 32×32 detailed


How It Works

Small art (≤48px): String-array pixel data

Each character in a string = one pixel. Human-readable, AI-writable.

const wizard = {
  width: 24, height: 24,
  palette: {
    '.': 'transparent',
    'H': '#2a1a4e',     // hat
    'S': '#f5d0a0',     // skin
    'R': '#6a3cbf',     // robe
  },
  pixels: [
    '........HHHH............',
    '......HHHHHHHH..........',
    '....HHHHHHHHHHH.........',
    '...HHHSSSSSSSHHH........',
  ]
};

Rendered via CSS Grid (per-pixel animation) or CSS box-shadow (zero JS, pure CSS).

Medium art (48–96px): Procedural texture engine

For game assets, buildings, creatures — the LLM declares regions + materials, the engine fills textures automatically:

Region-based: { shape: "rect", bounds: [12,47,68,74], material: "stone_wall" }
12 texture types: stone, tiles, wood, bark, foliage, fur, scales, feathers, spiral...
Auto post-processing: directional shading → edge outline → local shadows → glow

No per-pixel specification needed for surfaces. One engine generates cottages, towers, trees, foxes, owls, treasure chests — all with consistent style.

Large art (≥64px): Canvas-based procedural generation

FBM Noise → Terrain shape
Ridge Noise → Mountain ridgelines
Bayer 4×4 Dithering → Palette-limited gradients
Layered Rendering → Sky → Stars → Clouds → Mountains → Trees → Water → Mist

All algorithms run in-browser. No server, no API calls.


For AI Platforms

Claude Code

Install the skill, then:

/pixelart 32x32, a knight in silver armor

MCP / OpenClaw

{
  "size": "32x32",
  "prompt": "a knight in silver armor"
}

What the AI auto-decides

Input AI figures out
Size 8x8 minimal detail, 3-5 colors, CSS box-shadow, no animation
Size 32x32 detailed, 12-20 colors, CSS Grid, breathe + gleam + fade-in
Prompt mentions "night" adds stars, moon, mist atmosphere
Prompt mentions "fire" adds ember particles, glow effects
Prompt mentions "sword" adds gleam animation on weapon pixels
Size 192x128 canvas mode, FBM noise, procedural generation
Prompt tileset, village tileset mode, ~35 assets, procedural textures, shared palette, single sheet

Full decision rules → pixelart-skill.md


Tech Stack

Component Technology
Rendering (small) CSS Grid / CSS box-shadow
Rendering (medium) Canvas + Procedural texture engine
Rendering (large) Canvas + FBM noise + PixelBuffer
Terrain generation FBM (Fractal Brownian Motion) noise
Mountain ridges Ridge noise (abs-inverted FBM)
Gradient dithering Bayer 4×4 ordered dithering
Surface textures 19 types: stone, tiles, wood, bark, foliage, fur, scales, feathers, spiral, cloth, woven, metal, crystal, bone, rope, coral, stucco, planks, smooth
Post-processing Multi-pass: ambient occlusion → directional light → specular highlights → edge outline
Composition RGBA pixel buffer, alpha-aware blit with contact shadows, assembly pattern for complex assets
Animation CSS @keyframes + requestAnimationFrame
Atmosphere Pure CSS particles (rain, petals, embers, snow)
Output Self-contained HTML (zero external dependencies)

Project Structure

pixelai/
├── .claude/skills/pixelart/
│   └── SKILL.md              ← Claude Code skill definition
│
├── README.md                 ← You are here
├── pixelart-skill.md         ← Full skill reference (AI decision rules)
├── GUIDE.md                  ← Technical implementation guide
├── LICENSE                   ← MIT
│
├── showcase.html             ★ All-in-one demo page
├── landscape.html            ★ Procedural landscape generator
├── wonders.html              ★ World wonders (8 landmarks)
├── index.html                ← Multi-size gallery
├── swordsman.html            ← Moonlit swordsman scene
├── cyberpunk.html            ← Neon cyberpunk scene
├── dragon.html               ← Fire dragon scene
├── icons.html                ← 8×8 icon collection
│
├── prototype-cottage.html    ★ Procedural texture engine: stone cottage + tileset
├── prototype-gallery.html    ★ Style gallery: tower, sakura tree, chest, well
├── prototype-animals.html    ★ Organic textures: fox, koi, owl, snail
├── tileset-village.html      ★ Full village tileset (~35 assets on one sheet)
├── tileset-tavern.html       ★ Tavern interior tileset (~45 assets)
├── engine-v2.html            ★ Engine v2: cloth, metal, crystal, bone, assembly
└── engine-v3.html            ★ Engine v3: sprite templates, hue-shift shading, adaptive outline

License

MIT — use it however you want.

About

Pixel art without GPU. Any text-only LLM can draw. Size + prompt → self-contained HTML. Claude Code skill / MCP compatible.

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