Build a pixel-style CRT interface

TaiT

Learn how to use tait-crt-interface-skill to compose a pixelated CRT-style UI: prepare pixel sprites, photo and map text, load the skill, adjust pixel/palette/CRT distortion and scanlines via its panels, assemble menu/file/map/stats modules, and export a retro interface sample. The article lists verifiable UI components and which technical details to confirm in the skill docs.

Image Analysis

Image 1 — Observable facts (readable text, UI steps, chart data, visible phenomena)

- Center-top large title (pixel-style yellow font):

- "TaiT CRT Interface Skill"

- Yellow menu bar at top of screen (left to right visible items, in French):

- "FICHIER" "EDITION" "AFFICHAGE" "DONNEES" "OUTILS" "FENETRE" "AIDE"

- Small pale-yellow text on the right of the menu bar: "tait-crt-interface-skill"

- Top-left opened dropdown (under FICHIER, pink highlighted item at top) — readable menu items and shortcuts (French):

- "NOUVEAU ⌘N"

- "OUVRIR... ⌘O"

- "ENREGISTRER ⌘S"

- "ENREGISTRER SOUS... ⌘⇧S"

- "IMPRIMER... ⌘P"

- "QUITTER ⌘Q"

- Small window at top-right (title bar):

- Title: "SIGNATURE.TXT"

- Visible text inside: "tait-crt-interface-skill"

- A horizontal progress/loading bar inside the window (colored to match the UI theme)

- Upper-left center panel title:

- "EXTRACTION: LUNETTES"

- The panel shows a pixelated green lens/eye image and a vertical slider (UI element)

- Map/line module toward center-left of the screen (title):

- "CARTE: SHIMOKITAZAWA LINE"

- Line station names (English and Japanese shown side-by-side, readable):

- "SHIMOKITAZAWA" / "下北沢"

- "SHINJUKU" / "新宿"

- "HARAJUKU" / "原宿"

- Below the line, listed stations (visible English and Japanese):

- "SANGENJAYA" / "三軒茶屋"

- "YOYOGI" / "代々木"

- "YOYOGI-UEHARA" / "代々木上原"

- A circular badge displayed on a character's chest shows the number: "05" (green circle)

- Central main image (pixel characters): two pixelated characters (male/female outfits):

- Male character's T-shirt shows Japanese text "下北沢" (with a block graphic)

- Female character's T-shirt shows Japanese text "原宿"

- Upper-right bar chart module:

- Title: "STATS: FREQUENCE"

- Y-axis ticks (visible numbers): "100", "75", "50", "25" (top to bottom)

- Three vertical bars (colors: pink, green, pink); labels under bars partially readable: "LUNETTES", "BONNET"

- Lower-right area:

- "PALETTE" (title)

- Several color swatches and a horizontal slider (palette/colorbar UI element)

- Visual/scene phenomena (observable):

- Overall style is pixel/retro CRT UI with bright green/pink/yellow/black color palette

- A real street photo (fisheye effect) appears near the top of the screen; the photo shows at least six people near an intersection, signs and storefronts

- The entire interface shows CRT curved screen borders and a pixel grid appearance

Image 1 — Unreadable or uncertain text/areas (marked "unreadable")

- Small text on distant shop signs and posters in the photo: unreadable (too small or partially occluded)

- Annotation text next to very small icons in the map/line module: unreadable

- Very short labels next to some tiny icons (e.g., small dots on the map): unreadable

- Extra small pale text on the far right of the top yellow menu bar (other than the legible "tait-crt-interface-skill") may be present but is not clearly readable

Image 1 — Inferred interpretations (marked "inference")

- "EXTRACTION: LUNETTES" likely indicates extraction or focus on "lunettes" (French for "glasses").

- The "SIGNATURE.TXT" window containing "tait-crt-interface-skill" may be a preview of a text file or signature string (i.e., a text file preview).

- "CARTE: SHIMOKITAZAWA LINE" with listed stations and the "05" badge plausibly simulates a subway/rail line display (Shimokitazawa line with station names matching Tokyo area).

- The "STATS: FREQUENCE" bar chart appears to compare frequency or counts for items (for example, LUNETTES vs BONNET).

- Overall the interface looks like a demonstrative/example CRT UI skill showcase (the title "TaiT CRT Interface Skill" suggests a UI style/skill demo).

Notes

- The above records and organizes readable text, UI elements and observable phenomena in the image; no identification or naming of people in the photo is attempted. If needed, I can map each item above to approximate image positions (e.g., top-left/top-right coordinates) or list the readable text in original French/English verbatim.

SkillPI Creation Analysis

Intended use of the piece:

- The image demonstrates the visual output of tait-crt-interface-skill for producing a pixelated, retro CRT-style interface. It can serve as a UI concept mockup, style reference, or creative showcase containing multiple UI components (menu bar, file preview window, extraction/parameter panel, map module, pixel characters, stats chart, and color palette).

Image evidence (verifiable visual points):

- Top pixel title: "TaiT CRT Interface Skill", French menu bar (FICHIER, EDITION, etc.) and right-side label "tait-crt-interface-skill".

- Top-left dropdown lists file actions (NOUVEAU, OUVRIR, ENREGISTRER, IMPRIMER, QUITTER) with Mac-style shortcut symbols.

- Top-right small window titled "SIGNATURE.TXT" displaying "tait-crt-interface-skill" and a horizontal progress bar.

- Center-left module titled "CARTE: SHIMOKITAZAWA LINE" with Tokyo-area station names and a green circular badge "05" on a character’s chest.

- Right-side "STATS: FREQUENCE" bar chart with Y ticks 100/75/50/25 and bar labels including "LUNETTES" and "BONNET".

- Overall CRT curvature, pixel grid, and a fisheye street photo integrated into the interface.

Associated skill usage steps (high-level, based on visible UI components; specific commands/parameters must be verified in tait-crt-interface-skill documentation):

1. Prepare assets: pixel-character sprites, street photo, map/station text, chart data (CSV or arrays), and desired color palette.

2. Load or enable tait-crt-interface-skill in your rendering/authoring environment (image shows the skill name as the responsible module for CRT/pixel effects).

3. Use the skill's parameter/extraction panels (e.g., panels labeled "EXTRACTION: LUNETTES" and palette sliders) to adjust pixelation amount, palette quantization, CRT curvature/scanlines, and other stylistic controls.

4. Assemble UI modules on a canvas (menu bar, text windows, map module, stats chart, and characters) and align pixel grid and layers for a cohesive retro interface.

5. Export the final render and inspect for pixel artifacts; apply fixes for limb/pixel corruption if necessary (the source notes recent fixes for such issues).

Prerequisites to reproduce:

- Obtain or install tait-crt-interface-skill (the source names the skill but does not include install instructions; verify via the skill’s official docs or repository).

- Editable image/UI assets (sprites, photographs, texts, and data) to feed into the skill.

- An environment that supports the skill’s variant engine and parameter panels (the source references a variant engine used to produce multiple outputs).

- Optionally, access to presets or a UI host that displays menu bars and window frames if those elements are needed in the output.

Items to verify (not provided by the source snippet):

- Exact installation method, supported platforms, and dependencies for tait-crt-interface-skill (not included in the provided summary).

- The skill’s concrete parameter names, ranges, and default values (e.g., pixel size, scanline intensity, curvature amount, palette steps) — the image shows UI elements but not numeric settings.

- Whether the skill provides presets or a documented workflow for the variant engine mentioned in the source.

- Export formats, resolution limits, and performance considerations for large canvases.

Note: This interpretation refrains from asserting undocumented technical details. To reproduce the result, consult the tait-crt-interface-skill official documentation or repository for installation and parameter references.

Original creation ↗