@pixelvibing/cli 0.48.0 → 0.49.1

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pixelvibing/cli",
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- "version": "0.48.0",
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+ "version": "0.49.1",
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  "description": "PixelVibing: pixel art game assets from the command line, and the Skills that teach coding assistants to make them.",
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  "license": "MIT",
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  "homepage": "https://pixelvibing.com",
@@ -1,6 +1,6 @@
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  ---
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  name: pixelvibing
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- description: Make pixel art for this game with pixel-vibing-cli — objects, creatures, level designs and interface art (a UI laid out as JSON, skill and item icons) generated on the PixelVibing platform, listed, pulled into the project's art and its folder, and exported or sealed for the game. Use when the game needs a sprite, a prop, a creature, a level's art, its HUD or its icons, or art already made for it.
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+ description: Make pixel art for this game with pixel-vibing-cli — objects, creatures, concept art and interface art (a UI laid out as JSON, skill and item icons) generated on the PixelVibing platform, listed, pulled into the project's art and its folder, and exported or sealed for the game. Use when the game needs a sprite, a prop, a creature, concept art to draw from, a level's art, its HUD or its icons, or art already made for it.
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  ---
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  # PixelVibing art for this game
@@ -31,7 +31,8 @@ Progress and errors go to standard error, and a failure exits 1.
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  ```bash
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  pixel-vibing-cli generate object --instruction "<what>" --size <cols>x<rows> --yes --json
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  pixel-vibing-cli generate creature --instruction "<what>" [--reference <png>]... --yes --json
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- pixel-vibing-cli generate level-design --instruction "<what>" --tiles <cols>x<rows> --yes --json
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+ pixel-vibing-cli generate concept-art --instruction "<what>" [--size <w>x<h>] [--transparent] [--tag <tag>]... --yes --json
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+ pixel-vibing-cli generate concept-art --instruction "<what>" --pixel-art --tiles <cols>x<rows> --yes --json
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  pixel-vibing-cli generate icons --names "<name>,<name>,..." --purpose <skill|item> [--size <16|32|64>] --yes --json
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  pixel-vibing-cli generate ui --sketch <file.json> --instruction "<the set, in a line>" --yes --json
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  ```
@@ -44,12 +45,23 @@ Each generation uses part of the account's usage limit for the month.
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  it is for in the game. Describe the thing itself, not a prompt for a model.
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  - **The options.**
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  - `--size` is an object's footprint in whole tiles, `1x1` unless given.
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- - `--tiles` is how many tiles a level design is across, `6x4` unless given.
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+ - `--tiles` is how many tiles a pixel-art concept art is across, `6x4` unless given.
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  - No quality is given: the platform draws each asset at the quality it needs. The share
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  printed is the most it may use, and what it does not use is given back.
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- - `--reference` is a PNG to draw from, repeated for several: at most 8 for an object,
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- 3 for a creature, a level design or a UI, none for icons. A UI's references are a style
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+ - `--reference` is a PNG to draw from, repeated for several: at most 8 for an object
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+ or a concept art, 3 for a creature or a UI, none for icons. A UI's references are a style
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  to follow (frames, materials, a way of drawing), never what to draw.
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+ - **Concept art.** The free kind: reference art, a place, a character sheet, a sample menu —
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+ whatever the instruction asks. It is drawn as ordinary art, not pixel art, to draw the
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+ rest from: make one first, tagged `anchor`, and pass its pulled picture
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+ (`pixelvibing/ref/<name>.png`) as `--reference` to what follows.
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+ - `--size` is its size in px, `<w>x<h>`, multiples of 16 within `1536x1024` or
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+ `1024x1536`, `1536x1024` unless given. `--transparent` cuts its background away, for
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+ one thing alone.
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+ - `--pixel-art` draws it as a level design instead: pixel art of an area some `--tiles`
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+ across, which the editor takes apart into objects and terrain.
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+ - `--tag` says what it is for, repeated for several, at most 8: `anchor`, `level-design`,
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+ `ui`, `character`, `environment`, `prop`, or one of the project's own.
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  - **Interface art.** When the game shows the player something over the world, make it here
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  rather than drawing it in code:
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  - `icons` makes up to 16 icons that match, from `--names`: `--purpose skill` for a
@@ -74,17 +86,21 @@ Each generation uses part of the account's usage limit for the month.
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  ## Listing and pulling
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  ```bash
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- pixel-vibing-cli list [<kind>] --json
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+ pixel-vibing-cli list [<kind>] [--tag <tag>] --json
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  pixel-vibing-cli pull <id|name> [--as <name>] --json
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+ pixel-vibing-cli tag <id|name> [<tag>...] [--none] --json
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  ```
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  - **Listing.** `list` answers the newest 50 assets. When there are more, it gives a
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  `next` id for `--before`. A kind is the generation that made the asset: `object`,
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- `creature`, `level-design`, `rotate`, `animate`…
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+ `creature`, `concept-art`, `rotate`, `animate`… `--tag` lists only the concept art
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+ carrying that tag, such as `anchor`.
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+ - **Tags.** `tag` sets a concept art's tags, replacing the ones it had; with none given
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+ it shows them and the project's tags, and `--none` takes them all off.
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  - **Pulling.** `pull` adds the asset to the project's art on the platform, where the editor
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  sees it too, and then writes the folder from the platform. An asset of one picture
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  lands as `<name>`, one of several as `<name>/<n>`; an icon set's pieces as `ui/icon/<name>`
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- and a UI's as `ui/sketch/<label>`, each under `pixelvibing/out/`. A level design is kept
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+ and a UI's as `ui/sketch/<label>`, each under `pixelvibing/out/`. A concept art is kept
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  as a reference, under
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  `pixelvibing/ref/`. Pulling again lands nothing while the art still holds it.
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  - **Collisions.** `pull` lands nothing under a name the art holds for something else. When