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Sunghwan0112/spritecast

Claude Code plugin: game sprites at your game's exact camera angle, drawn in your art style - props,…

装之前:没有可直接复制的命令 · 许可证 MIT · 链接可访问

第一步:这条暂时没有可执行的下一步,可先看原仓库 https://github.com/Sunghwan0112/spritecast

在 GitHub 查看 ↗链接已于 2026-11-12 核查 · HTTP 200 · 打开的是厂商自己的官网
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43 ★ · Sunghwan0112/spritecast · 取自 GitHub 搜索 API · (2026-11-13 20:00:50 核对)
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从该仓库的 GitHub 页面直接读取 · 条目类型:开源项目
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收录于 2026-11-10 · 最近见到 2026-11-14 · 共见到 5 次 · 被 5 个来源列出
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仓库 Sunghwan0112/spritecast;我们收录于 2026-11-10;最近见到 2026-11-14。这里没有"官方认证"或"质量评级"——我们只记录来源与时间。

# SpriteCast

以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →

An isometric sprite generator for Claude Code: game props, characters and 8-direction walks at their real size and your game's camera angle.
An image model (OpenAI's, with your own key) paints them in your art style over a 3D guide; SpriteCast sets the size, the angle,
the walk and the shadows.
Free and MIT. You pay OpenAI (and Tripo, for walking characters) directly: about $0.07 a prop, about $2.2 and 75 Tripo credits a
walking character. To try it free with no key, ask Claude to "try SpriteCast".
한국어
GPT alone (two tries) against SpriteCast: the same character walking south-east.
claude plugin marketplace add Sunghwan0112/spritecast
claude plugin install spritecast@spritecast
## What it does
Ask an image model for "an isometric armchair" and you get a nice picture at a slightly wrong angle. Ask again and you get a
different wrong angle and a different size. Put ten of them on one floor and nothing lines up.
A walking character is worse. At the top is GPT alone (the same model, the same character sheet, the walk asked for frame by frame in
words) against SpriteCast. Each of GPT's frames is a nice drawing, but it doesn't walk: the same leg is in front in all eight frames,
the arms twitch at random instead of swinging against the legs, the camera is at eye level instead of looking down at the game's 30°, and there is no shadow.
Both tries are shown as they came out.
SpriteCast gives the model a guide that is hard to misread (and when it does misread, you're told):
1. Claude builds the object from simple blocks at its real size in metres.
2. The blocks are rendered with your game's exact camera.
3. The image model only redraws that guide in your art style.
4. The drawing is cut out and fitted to the guide's box, so its size and footprint are the guide's; a drawing whose outline
doesn't follow the guide is flagged, not forced. It also gets a baked shadow and an anchor point for your engine.
What you get from that:
The angle and size are right. The solid props in the examples land on their guide at 95–99 % outline overlap; the plant,
drawn loosely on purpose, at 87 %, and the dressed figures at 69–88 % (clothes and hair go past the plain mannequin). Walking
characters are scored frame by frame (below). The camera and the scale are fixed, so props made at different times line up on one floor.
Shadows that look right. One light shared by every prop, so every shadow falls the same way. Solid props cast the 3D
guide's own shadow. Posed figures and plants cast a shadow in the drawing's own shape (the hood, the hair, the leaves), placed by
the 3D model, so a foot or a pot's base starts its shadow where it stands. Walking characters cast their 3D body's own shadow,
frame by frame. Not a painted blob, not a blocky mannequin.
It checks itself. After drawing, the result is compared with its guide. If the model drew another angle, nothing is squeezed to
fit: you get a warning, and Claude suggests a fix before drawing again.
Your game's view and your style. 2:1 isometric, true isometric, 3/4 top-down, front or any angle; all four facings of one
object; the bundled cozy style or one picture of your own.
The output is painted (the cozy look: smooth shading, fine outlines), not pixel art. For a pixel-art game, give your own style
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来源
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