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Import, inspect, integrate, or troubleshoot Age of Empires II sprite and terrain art in AoeWorld, including atlas masks, cavalry animation, and local visual…

Skill by Anko59

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Import, inspect, integrate, or troubleshoot Age of Empires II sprite and terrain art in AoeWorld, including atlas masks, cavalry animation, and local visual verification. Use for game-art work; use the rendering guide for unrelated WebGPU work.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-assets

What's inside

Skill name
game-assets
Description
Import, inspect, integrate, or troubleshoot Age of Empires II sprite and terrain art in AoeWorld, including atlas masks, cavalry animation, and local visual verification. Use for game-art work; use the rendering guide for unrelated WebGPU work.
License
MIT
Instructions
48 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • pack-pipeline.md · references/
  • rider-rendering.md · references/

SKILL.md (first lines)

# AoeWorld game assets

Use the repository's Rust importer and local atlas pack. The downloaded trial,
extracted files, imported PNGs, and screenshots containing original game art
belong in ignored `local-assets/` or another private local directory, never in
Git, Docker images, or public artifacts. Source licensing is separate from the
MIT-licensed code. Synthetic fixtures are the portable CI evidence; say
separately when actual trial data was tested.

Read [docs/assets.md](../../docs/assets.md),
[docs/agent-engineering.md](../../docs/agent-engineering.md), and the scoped
`AGENTS.md` for every crate you edit. For archive decoding, pack creation,
manifest fields, commands, and private-data boundaries, read
[the pack pipeline](references/pack-pipeline.md). For adding an animated unit or
debugging its appearance, read [the rider rendering example](references/rider-rendering.md).

## Choose the path

- **Discover/import:** Run `make assets-inspect`, then `make assets-import` if
  the trial is present. The content-addressed result lives under
  `local-assets/packs/<input-hash>/`. Run `make assets-verify` before loading it.
- **Inspect visually:** Start `AOE_ASSET_PACK=local-assets/packs/<input-hash> make dev`.
  Use `/asset-viewer.html` to filter resource IDs, step frames, change player
  color, and inspect dimensions and anchors. Use `/` to check the actual game
  animation, ground alignment, facings, and both rendering backends. Stop the
  server with `make down` before selecting a different pack.
- **Integrate:** Select frames by archive/resource ID and ordered frame number,
  keep each frame's atlas rectangle and hotspot, and apply player/shadow masks
  deliberately. Reuse atlas textures across units and frames; move entities
  through world coordinates rather than expanding the atlas or world-sized
  sprite arrays.

Never assume a resource's frame count or direction order from its numeric ID.
Inspect the pack and verify contiguous frames before indexing. The 3008/3004
layout in the worked example is observed in the tested trial pack; it is not a
general promise for all AoE editions or resources. Reject unsupported formats
and malformed input explicitly instead of guessing or silently skipping it.

For importer changes, exercise parser fixtures and `make assets-verify` on a
local pack when available. For client or renderer changes, run `make build-wasm`
and `make test-e2e` to check visible pixels, movement, and WebGPU/Canvas 2D
startup; follow the scoped rendering checks. Before committing, run
`make hooks-install`, `make hooks-check`, a focused gate, and `make preflight`.
Report the exact revision and what was validated with fixtures versus private
trial data. Do not use a synthetic workload as proof of finished large-scale
RTS performance.

From Anko59/AoeWorld, MIT.

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Last commit (this folder)
Oct 20, 2026 (9 days ago)
Last release
Sep 17, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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game-assets skill. Agent Mart. https://agentmart.dev/skills/anko59-game-assets-df038a (last updated 2026-10-24)