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pixel-art

将照片和图像转换为采用NES、Game Boy等配色的复古像素画,输出PNG,也可叠加雨雪或闪烁星光,制作短MP4或GIF动画。

原文查看原文说明

Pixel art w/ era palettes (NES, Game Boy, PICO-8).

AI 评分100分/ 100查看安装方法

适用场景

  • 将照片转换为复古像素画
  • 制作游戏风格头像和角色
  • 制作海报及社交平台用像素画
  • 制作带雨雪或星光的短动画

中文介绍

功能

pixel-art将照片和图像转换为具有清晰方形像素的复古像素画。可以选择NES、Game Boy、PICO-8等固定配色,或根据图像减少颜色数量的预设,并输出PNG。转换后还能叠加雨、雪、萤火虫或闪烁星光,制作短MP4或GIF动画,也可调整配色和像素块大小。

适用场景

适合将照片加工成旧式游戏风格,或制作头像、角色、海报及社交平台发布用的图像。夜景、雪景等静态画面需要加入少量动态效果时,也可以使用。

使用示例

  • “把这张照片转换成Game Boy风格的像素画。”
  • “使用NES配色制作一张海报用图。”
  • “给像素画加上飘雪,制作六秒的MP4和GIF。”

注意事项

需要Python 3.9或更高版本及Pillow。输出视频还需要能通过命令调用的ffmpeg。过小的原图转成粗像素后可能变形,因此需要先放大。配色名称区分大小写。不同预设的效果差异较大,说明期望的外观有助于明确请求。

本介绍由 AI(OpenAI Codex)根据公开的 SKILL.md 撰写。准确的规格请查看下方原文。

客观评估

AI 仅根据 SKILL.md 的内容,从 4 个方面进行了评估。星标数和热度不计入评估。

指令清晰度能否看出何时使用、做什么
A良好明确说明了将原图转换为像素画,以及按需制作短动画的用途。
步骤具体性步骤、输入输出和示例是否具体
A良好提供了从风格选择到生成的步骤、预设表,以及PNG和视频输出示例。
安全性发送数据、删除文件、执行命令等是否有说明
A良好脚本示例在本地生成图像和视频,并明确指定输入与输出路径。
安装难易度所需工具和 API 密钥是否少且有说明
A良好列出了Python 3.9以上、Pillow安装命令及视频所需的ffmpeg条件。

总分按每项 A=25 分、B=15 分、C=5 分相加。 由 AI(OpenAI Codex)于 2026年10月19日 评估。仅供参考,安装前请同时查看原文。

如果您认为评估有误,请申请复核

请写明哪一项有误以及原因。无需登录。我们会对照 SKILL.md 重新评估,并在此处更新结果。

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包含的文件(7)

  • SKILL.md7.5 KB
  • ATTRIBUTION.md2.2 KB
  • references/palettes.md1.7 KB
  • scripts/__init__.py0 B
  • scripts/palettes.py7.3 KB
  • scripts/pixel_art_video.py11.9 KB
  • scripts/pixel_art.py5.7 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Pixel Art

Convert any image into retro pixel art, then optionally animate it into a short MP4 or GIF with era-appropriate effects (rain, fireflies, snow, embers).

Two scripts ship with this skill:

  • scripts/pixel_art.py — photo → pixel-art PNG (Floyd-Steinberg dithering)
  • scripts/pixel_art_video.py — pixel-art PNG → animated MP4 (+ optional GIF)

Each is importable or runnable directly. Presets snap to hardware palettes when you want era-accurate colors (NES, Game Boy, PICO-8, etc.), or use adaptive N-color quantization for arcade/SNES-style looks.

When to Use

  • User wants retro pixel art from a source image
  • User asks for NES / Game Boy / PICO-8 / C64 / arcade / SNES styling
  • User wants a short looping animation (rain scene, night sky, snow, etc.)
  • Posters, album covers, social posts, sprites, characters, avatars

Workflow

Before generating, confirm the style with the user. Different presets produce very different outputs and regenerating is costly.

Step 1 — Offer a style

Call clarify with 4 representative presets. Pick the set based on what the user asked for — don't just dump all 14.

Default menu when the user's intent is unclear:

clarify(
    question="Which pixel-art style do you want?",
    choices=[
        "arcade — bold, chunky 80s cabinet feel (16 colors, 8px)",
        "nes — Nintendo 8-bit hardware palette (54 colors, 8px)",
        "gameboy — 4-shade green Game Boy DMG",
        "snes — cleaner 16-bit look (32 colors, 4px)",
    ],
)

When the user already named an era (e.g. "80s arcade", "Gameboy"), skip clarify and use the matching preset directly.

Step 2 — Offer animation (optional)

If the user asked for a video/GIF, or the output might benefit from motion, ask which scene:

clarify(
    question="Want to animate it? Pick a scene or skip.",
    choices=[
        "night — stars + fireflies + leaves",
        "urban — rain + neon pulse",
        "snow — falling snowflakes",
        "skip — just the image",
    ],
)

Do NOT call clarify more than twice in a row. One for style, one for scene if animation is on the table. If the user explicitly asked for a specific style and scene in their message, skip clarify entirely.

Step 3 — Generate

Run pixel_art() first; if animation was requested, chain into pixel_art_video() on the result.

Preset Catalog

PresetEraPaletteBlockBest for
arcade80s arcadeadaptive 168pxBold posters, hero art
snes16-bitadaptive 324pxCharacters, detailed scenes
nes8-bitNES (54)8pxTrue NES look
gameboyDMG handheld4 green shades8pxMonochrome Game Boy
gameboy_pocketPocket handheld4 grey shades8pxMono GB Pocket
pico8PICO-816 fixed6pxFantasy-console look
c64Commodore 6416 fixed8px8-bit home computer
apple2Apple II hi-res6 fixed10pxExtreme retro, 6 colors
teletextBBC Teletext8 pure10pxChunky primary colors
mspaintWindows MS Paint24 fixed8pxNostalgic desktop
mono_greenCRT phosphor2 green6pxTerminal/CRT aesthetic
mono_amberCRT amber2 amber6pxAmber monitor look
neonCyberpunk10 neons6pxVaporwave/cyber
pastelSoft pastel10 pastels6pxKawaii / gentle

Named palettes live in scripts/palettes.py (see references/palettes.md for the complete list — 28 named palettes total). Any preset can be overridden:

pixel_art("in.png", "out.png", preset="snes", palette="PICO_8", block=6)

Scene Catalog (for video)

SceneEffects
nightTwinkling stars + fireflies + drifting leaves
duskFireflies + sparkles
tavernDust motes + warm sparkles
indoorDust motes
urbanRain + neon pulse
natureLeaves + fireflies
magicSparkles + fireflies
stormRain + lightning
underwaterBubbles + light sparkles
fireEmbers + sparkles
snowSnowflakes + sparkles
desertHeat shimmer + dust

Invocation Patterns

Python (import)

import sys
import os
sys.path.insert(0, os.path.expanduser("~/.hermes/skills/creative/pixel-art/scripts"))
from pixel_art import pixel_art
from pixel_art_video import pixel_art_video

# 1. Convert to pixel art
out = os.path.expanduser("~/.hermes/cache/scratch")
pixel_art("/path/to/photo.jpg", f"{out}/pixel.png", preset="nes")

# 2. Animate (optional)
pixel_art_video(
    f"{out}/pixel.png",
    f"{out}/pixel.mp4",
    scene="night",
    duration=6,
    fps=15,
    seed=42,
    export_gif=True,
)

CLI

cd ~/.hermes/skills/creative/pixel-art/scripts

python pixel_art.py in.jpg out.png --preset gameboy
python pixel_art.py in.jpg out.png --preset snes --palette PICO_8 --block 6

python pixel_art_video.py out.png out.mp4 --scene night --duration 6 --gif

Pipeline Rationale

Pixel conversion:

  1. Boost contrast/color/sharpness (stronger for smaller palettes)
  2. Posterize to simplify tonal regions before quantization
  3. Downscale by block with Image.NEAREST (hard pixels, no interpolation)
  4. Quantize with Floyd-Steinberg dithering — against either an adaptive N-color palette OR a named hardware palette
  5. Upscale back with Image.NEAREST

Quantizing AFTER downscale keeps dithering aligned with the final pixel grid. Quantizing before would waste error-diffusion on detail that disappears.

Video overlay:

  • Copies the base frame each tick (static background)
  • Overlays stateless-per-frame particle draws (one function per effect)
  • Encodes via ffmpeg libx264 -pix_fmt yuv420p -crf 18
  • Optional GIF via palettegen + paletteuse

Dependencies

  • Python 3.9+
  • Pillow (pip install Pillow)
  • ffmpeg on PATH (only needed for video — Hermes installs package this)

Pitfalls

  • Pallet keys are case-sensitive ("NES", "PICO_8", "GAMEBOY_ORIGINAL").
  • Very small sources (<100px wide) collapse under 8-10px blocks. Upscale the source first if it's tiny.
  • Fractional block or palette will break quantization — keep them positive ints.
  • Animation particle counts are tuned for ~640x480 canvases. On very large images you may want a second pass with a different seed for density.
  • mono_green / mono_amber force color=0.0 (desaturate). If you override and keep chroma, the 2-color palette can produce stripes on smooth regions.
  • clarify loop: call it at most twice per turn (style, then scene). Don't pepper the user with more picks.

Verification

  • PNG is created at the output path
  • Clear square pixel blocks visible at the preset's block size
  • Color count matches preset (eyeball the image or run Image.open(p).getcolors())
  • Video is a valid MP4 (ffprobe can open it) with non-zero size

Attribution

Named hardware palettes and the procedural animation loops in pixel_art_video.py are ported from pixel-art-studio (MIT). See ATTRIBUTION.md in this skill directory for details.

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