pixelfx: 244 Pixel Art Effects and a Claude Code Skill to Make More The open-source repository patch-gg/pixelfx, created October 30, 2026, ships 244 procedural pixel art effects written as small JavaScript functions plus a Claude Code skill for generating new ones, and had reached roughly 2,000 GitHub stars by November 1. The MIT-licensed library has no browser dependencies and works with canvas, Phaser, PixiJS, Kaplay and three.js, while a render tool exports transparent sprite sheets with Aseprite-style JSON for Godot, Unity, GameMaker, Defold, LÖVE and Bevy. The README credits the method as adapted from Hugo Duprez's work at Sprite Fusion, and the effects are grouped into roughly twenty categories, most with 12 to 13 effects. If you build 2D games, prototypes or game-jam entries, pixelfx is worth a look today: a new open-source repo, patch-gg/pixelfx https://github.com/patch-gg/pixelfx?ref=explainx , that ships 244 pixel art effects, every one a small piece of code , plus a Claude Code skill for generating your own. GitHub shows it created on October 30, 2026, and it had reached roughly 2,000 stars by November 1. This guide covers what it contains, how to install it, how it compares with drawing sprites by hand, and what to watch out for. TL;DR | Question | Answer | |---|---| | What is it? | 244 procedural pixel art effects as small JavaScript functions | | License | MIT for code and effects; the Patch Pixel font is excluded | | Dependencies | None for browser use canvas, Phaser, PixiJS, Kaplay, three.js | | Other engines | Export transparent sprite sheets with Aseprite-style JSON for Godot, Unity, GameMaker, Defold, LÖVE, Bevy | | Claude Code | Plugin and skill: find, use, export and create effects | | Credit | The README says the method is adapted from Hugo Duprez's work at Sprite Fusion | | Maturity | Created October 30, 2026; one open issue when we read it | What does pixelfx actually contain? Instead of a folder of PNG animations, each effect is a function that draws frames from code. That has real consequences: you can recolor an effect through a palette option without touching its code, and you can ship a few kilobytes of JavaScript instead of a pile of sprite sheets. According to the README the effects are grouped into roughly twenty categories, most with 12 to 13 effects: moves, fire, explosions, water, ice 10 , lightning, sci-fi, melee, impacts, projectiles, spawn and death, arcane, holy, shadow, status, nature, weather, UI, pickups 11 , transitions 10 and critters. Character effects can also be played as full "acts", with a wind-up, a hit with a freeze frame, and a recovery, using createAct . The README says twelve moves chain effects into attacks. Game feel lives in those freeze frames and wind-ups, so it is good to see them treated as first-class. How do I install it? The README lists three routes. 1. As a library npm i github:patch-gg/pixelfx 2. As a Claude Code plugin inside Claude Code /plugin marketplace add patch-gg/pixelfx /plugin install pixelfx@pixelfx 3. As a plain skill: copy skills/pixelfx into ~/.claude/skills/ For browser games you import functions such as createFx and composite and draw each frame; the README says there are no dependencies. For other engines, export a sheet: node tools/render.mjs