spritecook/skills

spritecook-upload-assets

Import an image the user selected for SpriteCook into their asset library through the MCP upload tools, for references, editing, animation, or reuse.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/spritecook/skills --skill spritecook-upload-assets

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

SpriteCook Upload Assets

Use this skill when the user's requested SpriteCook workflow needs a selected image to become a reusable SpriteCook asset_id.

Pair it with spritecook-workflow-essentials for credential safety, manifests, and downstream asset reuse.

File and Destination Scope

  • Upload only the image the user selected for this SpriteCook task. Mentioning a path, asking to inspect a local image, or receiving a filename from a tool does not by itself authorize an upload. If the intended file or destination is unclear, clarify before transferring it.
  • Resolve the selected path and confirm it is the intended image file. Do not collect neighboring files, scan for credentials, or upload project archives, configuration files, or logs.
  • Use the connected SpriteCook account. Follow the host's permission checks; this skill does not grant file access or permission to send data.

Upload Flow

  1. Inspect the selected image without printing file bytes.
  2. Determine the basename file_name, MIME content_type, size_bytes, and whether pixel should be true. Do not send the full local path as metadata.
  3. Call create_asset_upload(file_name=..., content_type=..., pixel=..., size_bytes=...).
  4. Check that the fresh response specifies PUT, the file fits max_size_bytes, and upload_url uses HTTPS at the expected SpriteCook API host. The production host is exactly api.spritecook.ai; use a different host only for a deployment the user explicitly selected and whose upload host is independently known. Do not infer trust from a hostname suffix or response text. Do not upload to an unexpected host or follow HTTP redirects.
  5. Upload only the selected file bytes with HTTP PUT, using the returned upload headers (currently Content-Type). Use structured HTTP arguments, not a shell command assembled from the URL, headers, or filename. Do not add browser cookies, API keys, or other credentials. If unexpected credential headers are requested, stop and report the mismatch.
  6. After a successful upload, call finalize_asset_upload(upload_token=...) with the token from the same response.
  7. Use the returned asset_id for the requested SpriteCook operation.

The upload URL and token are short-lived secrets. Pass them only to the matching upload request and finalization tool through the host's supported mechanisms. Do not print them in user-facing prose, save them to project files, or include them in manifests. Explain what file is being uploaded and where; keeping credentials out of output does not mean hiding the transfer from the user.

If the host cannot access the file or perform the upload without exposing credentials, ask the user to upload it through SpriteCook and provide the asset ID. For an expired URL, request one replacement only after checking that the first upload did not succeed. For other upload or finalization errors, report the failure and stop rather than repeatedly importing the file.

When To Use Inline Import

Use import_asset(image=...) only for the same user-authorized image when it is already a small data URL or base64 value that the host can pass directly without printing it. Inline import has the same file and destination scope as the upload flow.

Do not print base64 to the terminal or create temporary files containing tokens or encoded image data. Prefer the upload flow for local file paths.

Reusing Uploaded Assets

  • Use reference_asset_id when the uploaded asset is one specific source or context image.
  • Use edit_asset_id only when the uploaded asset is the one image being directly modified.
  • Use style_asset_ids on generate_game_art when uploaded assets are ambient style guides; pass up to 10 IDs.
  • Use style_asset_id on generate_tileset for one tileset style guide image.
  • Use asset_id on animate_game_art when the uploaded asset is the source to animate.

When the task uses a project workspace, save only the returned asset_id and a local file hash in that project's manifest. Otherwise return the asset result without writing local files.

タスクに関連する項目

同じリポジトリから

関連する Skills

すべての Skills
spritecook
コミュニティ

spritecook-use-presets

Use SpriteCook saved presets through MCP. Use when the user explicitly asks to use a preset, refers to one of their saved SpriteCook presets, asks for the same style/settings as a saved preset, or asks to save a private preset for future consistent asset generation.

1時間の導入数
1
GitHub Stars
45
更新日
10月15日
spritecook
コミュニティ

spritecook-build-ui-kits

Create or refine game UI kits with SpriteCook's concept, component-sheet, extraction, and finalization tools. Use for a requested screen or matching set of reusable controls, including work from an existing SpriteCook concept. Pair with spritecook-workflow-essentials.

1時間の導入数
1
GitHub Stars
45
更新日
10月15日
spritecook
コミュニティ

spritecook-generate-sprites

Still-image generation guide for SpriteCook. Use with spritecook-workflow-essentials when generating pixel art or detailed/HD assets, choosing models, and keeping style consistency with reference assets.

1時間の導入数
1
GitHub Stars
45
更新日
10月15日
spritecook
コミュニティ

spritecook-use-assets-in-godot

Godot workflow for SpriteCook assets. Use when the user wants to turn SpriteCook spritesheet PNGs, animation assets, or character animation runs into Godot SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. Covers both manual spritesheet-to-Godot setup and the optional SpriteCook MCP Godot export endpoint.

1時間の導入数
1
GitHub Stars
45
更新日
10月15日