playableintelligence/game-creator

retrodiffusion

Generate true pixel art sprites, tilesets, and animations with the Retro Diffusion API — the best dedicated pixel art model.

Hot #1670 First seen May 11, 2026

Installation

$ npx skills add playableintelligence/game-creator --skill retrodiffusion

Summary

  • Generate true pixel art sprites, tilesets, and animations with the Retro Diffusion API — the best dedicated pixel art model.
  • Use when the user says "generate pixel art", "make a sprite with AI", "use Retro Diffusion", "rdpk", or wants high-quality pixel art faster than hand-coded sprite arrays.
  • Requires a Retro Diffusion account and RETRODIFFUSION_API_KEY (paid credits).
  • Great for quick prototyping of 2D Phaser games.

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Agent compatibility

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Repository health

Stars 327
License MIT
Default branch main
Open issues 4
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version1.0.0
LicenseMIT
CompatibilityRequires a Retro Diffusion account, RETRODIFFUSION_API_KEY environment variable, and internet access for API calls. Each generation consumes paid credits from the user's account.
More metadata
author
OpusGameLabs
version
1.0.0
tags
["game","2d","pixel-art","retro-diffusion","ai","image-generation","sprites","tilesets","animation"]

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 14,238 B
  • docs SUMMARY.md 442 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 412 installs

SKILL.md

Retro Diffusion — True Pixel Art Generation

Generate authentic pixel art sprites, tilesets, and animations from text prompts or reference images using the Retro Diffusion API. Output is true pixel art (clean integer-pixel grids, limited palettes), not blurry diffusion-model output downscaled into pixels — making it the best AI option for shippable 2D game art and fast prototyping.

Paid service. Retro Diffusion requires an account at https://www.retrodiffusion.ai and an API key with credits. Always tell the user this requires a paid Retro Diffusion account before generating anything, and confirm they understand each call deducts from their balance.

Reference Files

File Description
[api-reference.md](./api-reference.md) Full API endpoints, models, prompt_style values, response shape, pricing, and error codes

When to Use

  • Quick prototypes — generate dozens of unique sprites in a minute instead of hand-coding 16×16 arrays
  • Polish pass on a working game — replace placeholder shapes with cohesive pixel art that already matches a chosen style
  • Tilesets — wang-style ground/wall sets without manually drawing every transition tile
  • Sprite animations — walk cycles, idle bobs, attacks delivered as transparent GIFs or spritesheets

Choose this over add-assets (code-only pixel art) when: the user wants AI-generated art, has a Retro Diffusion key, or the game needs more visual variety than hand-coded matrices can deliver in a reasonable time. The two skills compose well — Retro Diffusion for hero sprites/tilesets, code-only matrices as a free fallback for quick filler.

Do NOT use this for: 3D models (use meshyai), 3D worlds (use worldlabs), audio (use game-audio), or when the user explicitly wants the all-code procedural pixel art approach (use add-assets).

Authentication

Before prompting the user, check if the key already exists:

test -f .env && grep -q '^RETRODIFFUSION_API_KEY=.' .env && echo "found"

If found, export it with set -a; . .env; set +a and skip the prompt.

If the key is not set, ask the user immediately and explain the cost model:

I'll generate true pixel art with Retro Diffusion — the best dedicated pixel art model for shippable game sprites.

Heads up: this is a paid service. You'll need a Retro Diffusion account with credits. Each image typically costs between $0.015 (RDFAST) and $0.18 (RDPRO). Get a key in 60 seconds:

1. Sign up at https://www.retrodiffusion.ai
2. Buy credits (smallest pack is fine for prototyping)
3. Account → API → Generate API key

Paste your key like: RETRODIFFUSIONAPIKEY=rdpk-...
(It will be saved to .env and redacted from this conversation.)

Or type "skip" to fall back to free hand-coded pixel art via /add-assets.

If the user provides a key, save it to .env and use it via set -a; . .env; set +a && node scripts/retrodiffusion-generate.mjs ....

If the user skips, stop and hand off to /add-assets — do not silently degrade to a different art style without telling them.

CLI Script — scripts/retrodiffusion-generate.mjs

Zero-dependency Node.js script. Handles all six modes: generate, img2img, animate, tileset, edit, and balance.

Generate (text-to-pixel-art)

# Single 64×64 sprite, RD_FAST (cheapest)
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode generate \
  --prompt "a cute green slime with big eyes" \
  --model RD_FAST --style retro \
  --width 64 --height 64 \
  --output public/assets/sprites/ --slug slime

# Higher quality with RD_PRO (flat $0.18, supports up to 256×256)
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode generate \
  --prompt "a heroic knight, full body, side view" \
  --model RD_PRO --style fantasy \
  --width 128 --height 128 \
  --output public/assets/sprites/ --slug knight

# Transparent background for game sprites
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode generate --prompt "a treasure chest, closed" \
  --model RD_FAST --style game-asset \
  --width 64 --height 64 --remove-bg \
  --output public/assets/sprites/ --slug chest

# Seamless tiling texture (e.g., grass, water)
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode generate --prompt "lush grass texture, top down" \
  --model RD_PLUS --style top-down \
  --width 64 --height 64 --tile-x --tile-y \
  --output public/assets/tiles/ --slug grass

# Estimate cost before paying for it
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode generate --prompt "..." --check-cost

Image-to-Image (refine a reference)

RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode img2img \
  --image ./concept-art/hero-sketch.png \
  --prompt "a heroic knight in shining armor" \
  --model RD_FAST --style retro \
  --width 64 --height 64 --strength 0.75 \
  --output public/assets/sprites/ --slug hero

--strength controls how much the AI deviates from the input (0 = identical, 1 = ignore input). 0.5–0.8 is the useful range.

Animations (walk cycles, idles, attacks)

# Walk cycle — returns spritesheet PNG or transparent GIF (style-dependent)
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode animate \
  --prompt "a knight walking" \
  --model RD_PRO --style walk-cycle \
  --width 64 --height 64 \
  --output public/assets/sprites/ --slug knight-walk

# Idle bob from an existing character
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode animate --image public/assets/sprites/knight.png \
  --prompt "knight idle breathing" --style idle \
  --output public/assets/sprites/ --slug knight-idle

Animation styles cost $0.07–$0.25 depending on type. See [api-reference.md](./api-reference.md) for the full style list.

Tilesets

# Wang-style tileset (auto-tiling ground/wall sets)
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode tileset \
  --prompt "stone dungeon floor, mossy" \
  --model RD_PLUS --style wang-tile \
  --width 96 --height 96 \
  --output public/assets/tiles/ --slug dungeon-floor

# Single detailed tile
RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode tileset --prompt "wooden bridge plank" --style single-tile \
  --width 64 --height 64 --output public/assets/tiles/ --slug bridge

Edit (progressive refinement)

Flat $0.06 per edit. Use to tweak a generated sprite without re-rolling from scratch.

RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs \
  --mode edit --image public/assets/sprites/knight.png \
  --prompt "give the knight a red cape" \
  --output public/assets/sprites/ --slug knight-red

Balance check

RETRODIFFUSION_API_KEY=<key> node scripts/retrodiffusion-generate.mjs --mode balance

Model Selection Guide

Model Cost Sizes Best for
RD_FAST $0.015–0.04 64×64 to 384×384 Bulk prototyping, simple sprites, items
RD_PLUS $0.025–0.08 16×16 to 192×192 Tilesets, top-down, watercolor, Minecraft-style
RD_PRO $0.18 flat 64×64 to 256×256 Hero sprites, isometric scenes, polish pass (17+ styles, supports up to 9 reference images)
RD_MINI varies very small Routes to PLUS/FAST for tiny pickups

Default to RDFAST for prototyping. Upgrade individual hero sprites to RDPRO when the prototype is shipping.

See [api-reference.md](./api-reference.md) for the complete per-model prompt_style list.

Prompt Engineering for Pixel Art

Good prompts are short, specific about silhouette and palette, and call out the perspective:

Goal Prompt Why
Game character "a cute green slime, big eyes, side view" Single subject, perspective named
Item "a glowing red potion bottle" Specific shape + color
Tile "lush grass texture, top down, seamless" Perspective + tiling intent
Enemy "a skeleton warrior, hunched, side view" Silhouette cue ("hunched")

Avoid:

  • Multiple subjects in one prompt — generate separately and composite in-game
  • Abstract concepts ("the feeling of dread") — describe the visual instead
  • Mismatched perspective ("top-down knight, side view") — pick one

Integration with Phaser Games

Retro Diffusion outputs are normal PNGs — they slot directly into Phaser's loader.

// In a preload scene:
this.load.image('slime', 'assets/sprites/slime.png');
this.load.spritesheet('knight-walk', 'assets/sprites/knight-walk.png', {
  frameWidth: 64,
  frameHeight: 64,
});

// In create():
const slime = this.physics.add.sprite(100, 100, 'slime');
this.anims.create({
  key: 'knight-walk',
  frames: this.anims.generateFrameNumbers('knight-walk', { start: 0, end: 7 }),
  frameRate: 12,
  repeat: -1,
});

Pixel-perfect rendering — when using AI pixel art, configure the Phaser game with crisp scaling so sprites stay sharp:

// In main.js, Phaser config:
const config = {
  type: Phaser.AUTO,
  pixelArt: true,           // disables antialiasing, preserves hard pixel edges
  roundPixels: true,        // snaps sprite positions to integers
  scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH },
  // ...
};

Without pixelArt: true, the browser will smooth-scale the PNGs and the pixel-art look is lost.

Spritesheet Slicing

Animation styles return either a transparent GIF or a horizontal spritesheet (style-dependent — check the output PNG dimensions). For spritesheets, infer frameWidth = imageWidth / frameCount and load with this.load.spritesheet(). The .meta.json file written next to each output records the requested width/height so frame count is recoverable.

Cost Discipline

Every call costs real money from the user's balance. Apply these defaults to avoid waste:

  1. Use --check-cost first when generating at unfamiliar sizes or with RD_PRO.
  2. Default to RD_FAST + 64×64 for prototypes. Only upgrade specific hero sprites.
  3. Use --seed when iterating on a prompt — same seed + same prompt = same image, so you can A/B test prompt edits without re-rolling random variations.
  4. Cache outputs — generated PNGs are committed to public/assets/sprites/. Never regenerate an asset that already exists unless the user asked for a new variant.
  5. Run --mode balance before a big batch so the user sees their remaining credits.

Output Convention

public/assets/sprites/
  slime.png            # generated image
  slime.meta.json      # prompt, model, style, cost, balance, timestamps
  knight-walk.png      # animation spritesheet or GIF
  knight-walk.meta.json
public/assets/tiles/
  grass.png            # tiling texture
  grass.meta.json

Always write a .meta.json next to each PNG so the prompt and seed are recoverable for later regeneration.

Troubleshooting

Problem Cause Fix
RETRODIFFUSIONAPIKEY not set Key missing Ask the user for their key (https://www.retrodiffusion.ai → Account → API). Save to .env.
HTTP 401 Unauthorized Wrong header or invalid key Header must be X-RD-Token: <key>, NOT Authorization: Bearer. Verify the key on the dashboard.
HTTP 400 "insufficient credits" Account balance is empty Tell the user to top up at the dashboard before retrying. Run --mode balance to confirm.
Sprite looks blurry in Phaser Browser is smooth-scaling the PNG Set pixelArt: true and roundPixels: true in the Phaser config.
Output ignores prompt details Prompt is being auto-expanded into something different Try --bypass-prompt-expansion to send the prompt verbatim.
Tileset edges don't match Style isn't a wang/tile style Use --style wang-tile for auto-tiling sets, or --tile-x --tile-y for seamless single textures.
img2img output ignores reference Strength too high Lower --strength to 0.4–0.6. Strength 0 keeps the input; strength 1 ignores it.
Inconsistent style across batch Different seeds and slight prompt variation Pin --seed and reuse the exact same prompt structure for sibling sprites (same character family).

Checklist

  • User informed this is a paid service — Retro Diffusion account + credits required
  • RETRODIFFUSIONAPIKEY checked in .env or env, prompted if missing
  • Model + style chosen for the budget (RDFAST for prototyping, RDPRO for hero sprites)
  • --check-cost used for the first call at any new size
  • Prompt is specific about subject, perspective, and silhouette
  • --seed pinned when generating siblings (e.g., walk + idle of the same character)
  • --remove-bg used for game sprites (transparent PNG)
  • --tile-x/--tile-y used for textures, --style wang-tile for auto-tiling
  • PNG written to public/assets/sprites/ (or tiles/) with .meta.json alongside
  • Phaser config has pixelArt: true and roundPixels: true
  • Spritesheet frameWidth/frameHeight matches the requested width/height
  • User shown remaining balance after the batch