generate2dsprite
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art style, call built-in `image_gen` for solid-magenta raw sheets, and use the local processor only for chroma-key cleanup, frame extraction, alignment, QC, and transparent exports.
npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite --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
Generates self-contained 2D sprite or animation assets and postprocesses them. It can produce pixel-art sprites, HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. The agent should infer an asset plan from the user’s request, match art style to a reference when provided, call built-in image_gen for raw sheets (solid-magenta background), and use the local processor only for chroma-key cleanup, frame extraction, alignment, QC, and transparent exports.
How it works
- Infer the asset plan from the user request to decide a minimal useful output (e.g., asset_type, action, view, sheet, frames, bundle).
- Choose an appropriate per-action grid and avoid packing unrelated actions into one raw sheet; generate one action family per raw sheet.
- Write the prompt manually with an explicit art_style and reference handling rules, ensuring solid magenta background, exact sheet shape, and same identity across frames.
- Use the built-in image_gen to produce raw art; apply the local processor for magenta cleanup, frame splitting, alignment, QC metadata, and transparent exports.
- For complex assets, separate body sheets from FX or projectiles; assemble any required atlas only after per-action QC when appropriate.
- Follow guardrails on grid sizes (e.g., 2x2 for 4-frame body actions, 2x3 for 6-frame actions, etc.) and keep characters centered with consistent scale and safe margins.
When to use it
- When a larger game needs visible sprite assets and you want the asset plan inferred from a natural-language request.
- When matching a reference or map art style is needed, or when a solid-magenta raw sheet is acceptable with postprocessing only.
- When you want to postprocess assets to clean up, extract frames, align, QC, and export transparent sprites or GIFs.
What it can touch
- built-in image_gen for raw images
- local processor for chroma-key cleanup, frame extraction, alignment, QC, and transparent exports
Caveats
- Do not replace requested sprite assets with code-drawn placeholders.
- Do not generate raw sheets that mix multiple action families; keep per-action grids.
- Maintain a solid magenta background and ensure exact sheet shape and consistent identity across frames; nothing may cross cell edges.
# Generate2dsprite Use this skill for self-contained 2D sprite or animation assets. When a larger game or playable prototype needs sprites, use this skill for the visible sprite assets and keep runtime/game assembly separate. Do not replace requested sprite assets with code-drawn placeholders. ## Parameters Infer these from the user request: - `asset_type`: `player` | `npc` | `creature` | `character` | `spell` | `projectile` | `impact` | `prop` | `summon` | `fx` - `action`: `single` | `idle` | `cast` | `attack` | `shoot` | `jump` | `hurt` | `combat` | `walk` | `run` | `hover` | `charge` | `projectile` | `impact` | `explode` | `death` - `view`: `topdown` | `side` | `3/4` - `sheet`: `auto` | `2x2` | `2x3` | `2x4` | `3x3` | `3x4` | `4x4` | `5x5` | `custom_grid` | `strip_1x3` | `strip_1x4` - `frames`: `auto` or explicit count - `bundle`: `single_asset` | `unit_bundle` | `spell_bundle` | `combat_bundle` | `line_bundle` | `hero_action_bundle` | `engine_atlas` - `effect_policy`: `all` | `largest` - `anchor`: `center` | `bottom` | `feet` - `scale_strategy`: `fit` | `preserve` - `scale_profile`: `none` | `create_from_accepted_action` | `reuse_existing` - `margin`: `tight` | `normal` | `safe
- Parameters
- Agent Rules
- Workflow
- 1. Infer the asset plan
- 2. Write the prompt manually
- 3. Generate the raw image
- 4. Postprocess locally
- 5. QC the result
- 6. Return the right bundle
- Defaults
- Resources
python scripts/make_layout_guide.py \ python scripts/make_anchor_layout.py \ python scripts/generate2dsprite.py process \ python scripts/generate2dsprite.py build-godot-bundle \
What does the generate2dsprite skill do?
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art style, call built-in `image_gen` for solid-magenta raw sheets, and use the local processor only for chroma-key cleanup, frame extraction, alignment, QC, and transparent exports.
How do I install it?
Run `npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite --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.
