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Retrodiffusion

  • 125 installs
  • 305 repo stars
  • Updated May 25, 2026
  • opusgamelabs/game-creator

Helps with ai & agent building tasks.

About

retrodiffusion is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.

  • retrodiffusion
  • AI & Agent Building
  • AI-coding skill

Retrodiffusion by the numbers

  • 125 all-time installs (skills.sh)
  • +13 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #3,756 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/opusgamelabs/game-creator --skill retrodiffusion

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Listed on Skillselion
Installs125
repo stars305
Last updatedMay 25, 2026
Repositoryopusgamelabs/game-creator

What it does

Helps with ai & agent building tasks.

Files

SKILL.mdMarkdownGitHub ↗

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

FileDescription
api-reference.mdFull 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 (RD_FAST) and $0.18 (RD_PRO). 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: RETRODIFFUSION_API_KEY=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 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

ModelCostSizesBest for
RD_FAST$0.015–0.0464×64 to 384×384Bulk prototyping, simple sprites, items
RD_PLUS$0.025–0.0816×16 to 192×192Tilesets, top-down, watercolor, Minecraft-style
RD_PRO$0.18 flat64×64 to 256×256Hero sprites, isometric scenes, polish pass (17+ styles, supports up to 9 reference images)
RD_MINIvariesvery smallRoutes to PLUS/FAST for tiny pickups

Default to RD_FAST for prototyping. Upgrade individual hero sprites to RD_PRO when the prototype is shipping.

See 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:

GoalPromptWhy
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

ProblemCauseFix
RETRODIFFUSION_API_KEY not setKey missingAsk the user for their key (https://www.retrodiffusion.ai → Account → API). Save to .env.
HTTP 401 UnauthorizedWrong header or invalid keyHeader must be X-RD-Token: <key>, NOT Authorization: Bearer. Verify the key on the dashboard.
HTTP 400 "insufficient credits"Account balance is emptyTell the user to top up at the dashboard before retrying. Run --mode balance to confirm.
Sprite looks blurry in PhaserBrowser is smooth-scaling the PNGSet pixelArt: true and roundPixels: true in the Phaser config.
Output ignores prompt detailsPrompt is being auto-expanded into something differentTry --bypass-prompt-expansion to send the prompt verbatim.
Tileset edges don't matchStyle isn't a wang/tile styleUse --style wang-tile for auto-tiling sets, or --tile-x --tile-y for seamless single textures.
img2img output ignores referenceStrength too highLower --strength to 0.4–0.6. Strength 0 keeps the input; strength 1 ignores it.
Inconsistent style across batchDifferent seeds and slight prompt variationPin --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
  • [ ] RETRODIFFUSION_API_KEY checked in .env or env, prompted if missing
  • [ ] Model + style chosen for the budget (RD_FAST for prototyping, RD_PRO 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

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