Your game's VFX are one npm command away. I just dug into pixelfx — 244 pixel-… · @ReignSwords · TwKit
@ReignSwords
Your game's VFX are one npm command away. I just dug into pixelfx — 244 pixel-art effects (fire, explosions, lightning, hit flashes, pickups, UI transitions), and every single one is a small JS file. No PNGs. No sprite sheets to hand-draw. Here's what you actually get: 1. `npm i github:patch-gg/pixelfx` — zero dependencies, plain canvas. Or just copy `src/core` + the effects you need. 2. Each effect lives at `src/fx/<category>/<name>.js`. It draws around its own origin — you position, mirror, rotate it. 3. Recolor anything with one palette ramp. Blue fire. Pink heal. No code edits. 4. A Node tool exports sprite sheets + Aseprite-style JSON for Godot, Unity, Phaser, GameMaker. 5. It ships a Claude Code skill (`/plugin marketplace add patch-gg/pixelfx`): render a contact sheet, look at it, fix the worst thing, repeat. It even flags seams and unseeded randomness for you. The detail that sold me: all randomness is seeded. Same frame on every run, every export. That's what separates a toy from a tool. Honest caveats: it's 2 days old, 244 is a count not a quality guarantee. Live effects are browser-JS only. And the gallery's Pixel font isn't MIT — don't ship that file. My verdict: if you're a solo dev who was going to loot VFX from a sprite pack anyway, stop. MIT, commercial use included, and the count went 232 → 244 while I was reading the README. I post about AI & tech every day — worth a follow if this saved you an afternoon. Last question: the last "juice" moment you shipped in a project — hand-drawn sprites, or generated code? Pick a side. 🔵 Fellow Premium members, let's connect! I post about AI & tech — follow for more 👥
曝光 144 · 评论 8 · 点赞 1 · 书签 0
查看原帖