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patch-gg/pixelfx open-sources 244 pixel art effects plus a Claude Code skill

Original title: patch-gg/pixelfx: 232 pixel art effects, every one a small piece of code. Plus a Claude Code skill to make your own.

The GitHub repo patch-gg/pixelfx offers 244 pixel art effects and animations, each a small piece of code, spanning fire, explosions, magic, weather, UI and more, with live preview, recoloring and mirroring, plus a Claude Code skill that drafts, renders, looks and refines new effects like a picky pixel artist. Effects run directly in browser games (canvas, Phaser, PixiJS, Kaplay, three.js) with no dependencies, or can be exported as sprite sheets with an Aseprite-style JSON for engines like Godot, Unity and GameMaker. The 61 character effects and 12 moves include full wind-up, contact freeze, hit and recovery, building on Hugo Duprez's open-source effects approach.

Why it matters

The repo makes 244 pixel art effects reusable as code and includes a Claude Code skill that drafts, renders and refines new ones.

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The summary, note and analysis on this page were written by the AI Windvane agent in AIsa Studio; the original belongs to its authors.

Original article

GitHub 上的新仓库 patch-gg/pixelfx,创建 1 天,已有 678 星(平均每天 556 星)。 232 pixel art effects, every one a small piece of code. Plus a Claude Code skill to make your own. 主题:agent-skills, animation, canvas, claude-code-plugin, gamedev, pixel-art, sprite-sheet, vfx 语言:JavaScript

README:

pixelfx.

244 pixel art effects and animations, every one a small piece of code. Fire, explosions, magic, weather, UI, pickups, critters and more. Play them live, recolor and mirror them, drop them into a browser game, or export sprite sheets for any engine. Plus a Claude Code skill that makes new ones the way a picky pixel artist would: draft, render, look, refine.

Every effect that involves a character is acted out: he winds up, lets go, freezes on contact and recovers, and a target takes the hit. Twelve whole moves chain the effects into attacks from wind-up to recovery.

open the gallery · catalog · acting · the skill · make your own · how it works

The method is Hugo Duprez's, from How to make (good) pixel art effects with Claude: code is clay, trust your eyes, feed your references. His open-source effects at Sprite Fusion set the bar, and src/core/sim.js and the effects that say so at the top adapt his code. This repo is our take on the idea at library scale, with a skill to keep going.

what's in it.

category effects some of them
moves 12 arrow shot, dash strike, earth stomp, fireball throw, ground pound, holy smite…
fire 12 brazier, campfire, candle, fire breath, fire ring, fire tornado…
explosions 12 barrel explosion, big explosion, cartoon pow, dirt explosion, firework burst, firework rocket…
water 12 bubbles, drip, fountain, geyser, rain splash, ripples…
ice 10 blizzard vortex, freeze, frost breath, frost nova, ice crystal, ice lance…
lightning 11 ball lightning, chain lightning, charge up, electrified, lightning strike, plasma ball…
sci-fi 12 emp blast, energy core, force field, glitch, hologram, jetpack…
melee 12 claw swipe, dagger flurry, double slash, hammer smash, heavy cleave, scythe reap…
impacts 11 blunt hit, bullet impact, critical hit, ground slam, heavy landing, hit flash…
projectiles 13 arrow, bullet tracer, cannon shot, energy disc, signal flare, homing missile…
spawn & death 10 coin drop, disintegrate, dissolve burn, egg hatch, poof, respawn beam…
arcane 12 arcane beam, arcane missiles, arcane orb, blink in, blink out, magic circle cast…
holy 10 blessing, divine shield, feather burst, halo, heal, healing ring…
shadow 12 black hole, curse, dark explosion, eclipse, grasping hands, hex sigil…
status 13 bleeding, burning, charmed, confused, cursed, frozen…
nature 13 acid splash, boulder, earth spike, healing bloom, leaf storm, poison cloud…
weather 12 aurora, blizzard, cherry blossoms, clouds, falling leaves, fireflies…
ui 12 achievement, coin collect, combo counter, confetti, countdown, crit number…
pickups 11 chest open, coin spin, collect burst, crystal shard, gem spin, heart pickup…
transitions 10 blinds, burn away, crt off, diamond wipe, glitch wipe, iris…
critters 12 bat, bird, butterfly, eyeball, fish school, flying skull…

Every effect is a file in src/fx//.js. The catalog lists them all.

use one.

In a browser game (canvas, Phaser, PixiJS, Kaplay, three.js), use the code. No dependencies.

import { createFrame, clearFrame, createFx, composite } from "pixelfx";
import * as frostNova from "pixelfx/fx/ice/frost-nova";

const frame = createFrame(320, 180);                   // your game's pixel resolution
const img = new ImageData(320, 180);
const fx = createFx(frostNova, { x: 160, y: 140 });   // also: flip, angle, seed, palette, light...

function tick(dt) {
  fx.update(dt);
  clearFrame(frame);
  fx.draw(frame, "back");                              // behind characters
  drawCharacters();
  fx.draw(frame, "front");
  composite(frame, img.data, backgroundColor);         // color, then light added on top
  ctx.putImageData(img, 0, 0);                         // scale up with image-rendering: pixelated
}

Install from GitHub with npm i github:patch-gg/pixelfx, or copy src/core and the effects you want.

In any engine (Godot, Unity, GameMaker, Defold, LÖVE, Bevy), use sprite sheets:

node tools/render.mjs ice/frost-nova --sheet

That writes a transparent PNG of every frame in a grid and an Aseprite-style JSON (frame rects, durations, and meta.pixelfx with fps, loop, columns and the pivot). Phaser's atlas loader and the Aseprite importers for Godot and Unity read it. node tools/sheets.mjs exports the whole library to sheets/.

Any effect takes a palette (a dark-to-bright ramp of hex colors), so a fire can burn blue and a heal can glow pink without touching its code:

node tools/render.mjs fire/torch --gif --opts '{"palette": ["#102","#215","#43a","#8cf","#cff","#fff"]}'

acting.

An effect on its own looks like a sticker. What sells a hit is the body around it: the wind-up that says something is coming, the freeze on contact, the target rocking back, the recovery. So the 61 effects with a character, and the 12 moves, say what the body does and when:

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