generate2dmap
Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.
npx skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent codex
Same command for any agent — swap --agent for claude-code, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
What it does
Builds the smallest playable map bundle that satisfies the game by selecting a map_mode and mapping it to lower-level pipeline axes. It ensures the playable deliverable exposes gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes, rather than shipping a single baked image unless explicitly requested.
How it works
- Choose a map_mode from: tile_mode, scene_mode, side_scroll_mode, grid_mode, room_chunk_mode, baked_scene_mode.
- Choose visual_model from: baked_raster, layered_raster, tilemap, layered_tilemap, parallax_layers.
- Choose runtime_object_model from: none, separate_props, platform_objects, y_sorted_props, interactive_scene_objects, foreground_occluders, scene_hooks.
- Choose collision_model from: none, coarse_shapes, precise_shapes, tile_collision, polygon_walkmesh, trigger_zones.
- Choose engine_target from: raw_canvas, Phaser, Tiled_JSON, LDtk, Godot_TileMap, Unity_Tilemap, project-native.
- Use user-specified parameters or infer the lightest playable pipeline from game context.
- Do not ship a single baked image for playable maps unless the user asks for a flat background only.
- Treat generated base/background as foundation-only when appropriate; keep runtime objects in separate layers/props.
- Follow referenced map strategies and layer separation contracts when applicable.
When to use it
Use for requests implying playable game maps, level areas, or engine scenes that require gameplay geometry and object data across layers, not just a flat image. The mode and axes determine the default production pipeline as described above.
What it can touch
This skill uses the image_gen as the default visual asset source and can generate prompts for image assets. It may generate or reuse tile layers, object layers, collision, zones, and engine-native scene wiring according to the chosen models. The exact touch points (files, assets) are controlled by the generated map deliverables and engine targets.
Caveats
- It instructs to avoid baking a playable map into a single image unless requested.
- It references external documents for map strategies and layer contracts.
- It requires following the map_mode and axes hierarchy to preserve playable/editable contracts.
- It is MIT licensed.
# Generate2dmap ## Overview Build the smallest playable map bundle that satisfies the game. Start by choosing a user-facing `map_mode`, then map it to the lower-level pipeline axes. Do not treat a map as only one image unless the user explicitly asks for a flat visual background. 1. `map_mode`: `tile_mode` | `scene_mode` | `side_scroll_mode` | `grid_mode` | `room_chunk_mode` | `baked_scene_mode` 2. `visual_model`: `baked_raster` | `layered_raster` | `tilemap` | `layered_tilemap` | `parallax_layers` 3. `runtime_object_model`: `none` | `separate_props` | `platform_objects` | `y_sorted_props` | `interactive_scene_objects` | `foreground_occluders` | `scene_hooks` 4. `collision_model`: `none` | `coarse_shapes` | `precise_shapes` | `tile_collision` | `polygon_walkmesh` | `trigger_zones` 5. `engine_target`: `raw_canvas` | `Phaser` | `Tiled_JSON` | `LDtk` | `Godot_TileMap` | `Unity_Tilemap` | project-native Use user-specified parameters when present. When the user does not specify them, infer the lightest playable pipeline from the existing game, camera, collision needs, map scale, and editing needs. For requests that imply a playable game map, level, stage, room, prototype, or engine scen
- Overview
- Map Modes
- Genre Routing
- Image Generation First
- Visual Reference Handoff
- Layer Separation Contract
- Parameter Contract
- Workflow
- Terrain Tile Bundles
- Prop Generation Rules
- Post-Reference Object Production Gate
- Side-Scroll Stage Segments
- Side-Scroll Shared Platform Library
- Playable Stage Reference Rules
python scripts/extract_terrain_tiles.py \
What does the generate2dmap skill do?
Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.
How do I install it?
Run `npx skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From 0x0funky/agent-sprite-forge, a repository with 3,616 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
