agent-sprite-forge README

The project's README from github.com/0x0funky/agent-sprite-forge. As one markdown file: README.md.

Agent Sprite Forge

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Codex skills for game-ready 2D sprites, layered maps, and engine-ready prototypes.

Ask in natural language. Codex plans the asset pipeline, renders with built-in image generation, then local processors clean, split, validate, and export assets for Godot, Unity, or raw 2D game workflows.

Showcase · Skills · Install · Prompts · Star History

What Makes It Different

Agent Sprite Forge is not just a folder of prompts. It is a Codex-first 2D game asset workflow where the agent decides the plan, image generation creates the raw visuals, and deterministic scripts turn those visuals into reusable game assets.

Sprite sheets
Characters, monsters, props, attacks, spells, projectiles, impacts, idles, walks, and reference-guided variants.
Layered maps
Ground-only bases, dressed references, prop packs, transparent props, y-sort placement, collision, zones, and previews.
Engine handoff
Godot scenes, editable TileMap layers, separated props, encounter grass, collision bodies, exits, and debug players.
Local cleanup
Chroma-key removal, frame extraction, alignment, transparent PNG/GIF export, prop-pack slicing, and QA metadata.

Showcase

Engine-Ready Prototypes

These examples were assembled with Codex using agent-sprite-forge workflows. They are meant to show the full loop: generated assets, structured scene data, and playable prototype wiring.

Summon Survivors Unity WebGL gameplay
Summon Survivors — Unity WebGL
Generated map art, hero sheets, summons, evolutions, enemies, bosses, pickups, HUD, FX, level-up choices, and WebGL deployment.
Play build · Build conversation
Forest Pass Defense Godot tower-defense map
Forest Pass Defense — Godot Tower Defense
A Godot 4 prototype with map, separated props, tower slots, towers, enemy sheets, boss/flying enemies, waves, HUD, build/upgrade/sell flow, projectiles, and targeting rules.
Generate2DMap Godot editor scene
Editable RPG Map — Godot TileMap
Image-generated tileset and prop sheet wired into editable TileMapLayer, Sprite2D props, encounter grass Area2D, StaticBody2D collision, exits, metadata, and debug player/camera.
Neon Breach cyberpunk side-scroller
Neon Breach — Cyberpunk Side-Scroller
A playable side-scroller prototype built around generated character, attack, map, and gameplay assets.
Sengoku Era JavaScript RPG starter selection
Sengoku Era — JavaScript Pokémon-like
A browser-based RPG prototype with generated characters, starter selection, map flow, and battle UI.
Play build
Sengoku Era JavaScript RPG battle scene
Starter selection and battle loop
A compact JavaScript game showcase built from sprite, monster, battle, and map assets generated through the skill workflow.
More Godot tower-defense output
Forest Pass Defense enemy roster
Enemy roster, including flyer and boss units
Forest Pass Defense tower icons
Tower lineup
Forest Pass Defense HUD icons
HUD and gameplay icons

Godot prototype output includes:

  • scenes/ForestPass.tscn with base map, separated props, enemy paths, tower slots, and HUD nodes.
  • Six tower families with generated tower art and upgrade stages.
  • Animated enemy sheets for ground units, flying units, and boss encounters.
  • Wave, difficulty, tower catalog, collision, route, and tower-slot metadata.
  • Runtime build, upgrade, sell, projectile, and targeting behavior connected in Godot.
image_gen map + separated props + tower sheets + enemy animation sheets + HUD icons + Godot gameplay wiring
More Unity survivors-like output
Summon Survivors Unity WebGL gameplay with summons, enemies, pickups, HUD, and objective
Unity WebGL gameplay: summons, enemies, pickups, HUD, and objective flow
Summon Survivors Unity WebGL level-up menu
Level-up choices: summon unlocks, training, stats, and recovery

Unity prototype output includes:

  • Assets/Survivors/Scenes/SummonSurvivors.unity as the playable scene.
  • SurvivorContentDatabase.asset connecting generated hero, summon, enemy, pickup, HUD, and FX sprites.
  • Starter summon selection, survival objective, XP/coin pickups, level-up choices, summon training, and evolution flow.
  • Enemy spawning pressure, boss timing, projectile attacks, area damage, health bars, and score tracking.
  • WebGL build output under Builds/WebGL with Vercel deployment config.
image_gen map + directional hero sheets + summon/evolution sheets + enemy sheets + FX/HUD icons + Unity runtime + WebGL deploy

Sprite Sheets And FX

Use $generate2dsprite when you need animated units, playable characters, monsters, props, spell bundles, projectile/impact FX, or reference-guided variants.

Goku Kamehameha sprite animation
Text to sprite
Attack animation from a plain-language request.
Naruto Rasengan sprite animation
Character action
Compact 2D action sheet with transparent export.
Fire mage cast animation
Spell cast
Bundle-friendly cast animation.
Fire mage projectile animation
Projectile
Matching projectile / impact workflows.
Samurai walking down
Down
Samurai walking left
Left
Samurai walking right
Right
Samurai walking up
Up
Reference crocodile
Reference
Crocodile playing with a stone
Reference-guided sprite animation
Reference male character
Reference
Male character teaching animation
Reference-guided character action

Layered RPG Map Pipeline

Use $generate2dmap when you need maps instead of isolated sprites. For readable layered raster maps, the current workflow prefers a clean hand-painted HD game-map style: ground-only base first, dressed reference second, prop pack third, then transparent prop extraction and layered preview composition.

Ground-only cyberpunk canal RPG base map
Ground-only base
Dressed cyberpunk canal reference map
Dressed reference
Generated 3x3 cyberpunk canal prop pack
3x3 prop pack

Layered cyberpunk canal RPG map preview
Flattened layered RPG map preview

layered_raster + y_sorted_props + precise_shapes + trigger_zones + raw_canvas

Godot Editable TileMap Export

$generate2dmap can also produce an editable Godot map project instead of a single flattened image. This showcase uses an image-generated tileset and 3x3 prop sheet, then wires them into a Godot 4.5 scene.

Generate2DMap Godot editor scene with editable TileMapLayer and nodes
Godot editor scene: editable layers, props, zones, collision, exits, and debug player

Godot meadow layered RPG map preview
Layered map preview
Godot meadow debug preview with collision and zones
Collision and zone debug overlay
Image-generated Godot meadow tileset atlas
Image-generated tileset atlas
Image-generated 3x3 meadow prop pack
3x3 generated prop pack

Godot output includes editable TileMapLayer nodes, independent Sprite2D props, encounter grass Area2D zones, StaticBody2D collision blockers, exit Area2D zones, and a debug player/camera.

image_gen tileset + prop_pack_3x3 + layered_tilemap + separate_props + trigger_zones + Godot_TileMap

Playable Game Prompt Examples

Cyberpunk side-scroller prompt
use $generate2dsprite to create a 2D side-scrolling game similar to Mega Man. It should include attack mechanics, map elements, and all the essential features. I would like you to design it, and all the necessary assets should be created using this skill. It needs to be an actually playable game, with a cyberpunk story setting.
Sengoku Pokémon-like prototype

Link: Play the JavaScript browser build

Sengoku starter selection screen
Starter selection
Sengoku battle screen
Battle scene
Use $generate2dsprite to create a 2D game similar to Pokemon. You only need to build one scene for now. It must include a starter monster selection mechanic, a battle screen, and all basic gameplay functions. I would like you to design all the elements and the story, and you can also decide which game engine to use. Use this skill to create any assets you need. The story should be set in the Sengoku period.

Included Skills

Skill Use it for Output Runtime
generate2dsprite Sprites, animation sheets, props, spell bundles, FX, reference variants, optional layout guides for fixed-frame sheets Raw sheet, cleaned transparent sheet, frames, GIFs, metadata Codex / Grok (image gen)
generate2dmap Baked maps, layered raster maps, clean HD RPG maps, prop packs, collision/zones, Godot-editable scenes Base map, dressed reference, prop pack, extracted props, preview, scene metadata Codex / Grok (image gen)
video2dsprite Denser motion sprites from video: base still → image_to_video → frame extract → magenta chroma → multi-density sprite strips/GIFs Video, raw/clean frames, 8/16/24/48 sprite sets, strips, preview GIFs Grok Build only

Grok Build only: $video2dsprite

$video2dsprite is a Grok Build exclusive skill. It depends on Grok's native image_gen / image_edit + image_to_video tools (still → short clip). Codex and other agents do not have image_to_video, so they cannot run the generation half of this pipeline.

Use it when you want smoother intermediate poses (e.g. run/walk cycles) by sampling dense frames from a 6s in-place motion clip. Tradeoffs: softer pixels, possible identity drift, chroma fringe — for crisp production sheets, keep using $generate2dsprite.

Install for Grok Build by copying skills into ~/.grok/skills (see Install). On Codex, install is still ~/.codex/skills; $video2dsprite will load but must refuse the video step if tools are missing.

Case study: Ryo run (16 denser frames)

Pipeline: base still → image_to_video (6s) → chroma key → 16-frame strip.

Note: GitHub README does not reliably render <video> tags (especially inside tables). Motion is shown as GIF previews; MP4 files are still in the repo for download / local play.

Base still Motion (image_to_video) Sprite result (16f)
Ryo base still on magenta Ryo 6s run video preview
Download MP4
Ryo 16-frame run loop

Ryo 16-frame run strip
16-frame strip (feet-aligned, denser than a classic 6–8 pose sheet)

Short skill intro (MP4, open file): intro.mp4

Case assets on disk (~2–3 MB — safe for git)
src/video2dsprite-ryo/
  base.png              # identity still (docs size)
  run-6s.mp4            # image_to_video clip (compressed)
  run-6s-preview.gif    # same motion as GIF for README display
  strip-16.png          # denser sprite strip
  preview-16.gif        # sprite loop for README
  intro.mp4             # short skill explainer

We intentionally do not commit raw 145-frame dumps or full-resolution working folders.

$generate2dmap only uses $generate2dsprite when the selected map pipeline needs reusable transparent props. Small environmental props can be batched into 2x2, 3x3, or 4x4 prop packs, then extracted into individual transparent props. Simple maps can stay as a single baked image.

When a visual reference is involved, the image skills follow the same wrapper rule: make the image visible in the conversation first. Attached images and freshly generated images are already visible; local files should be opened with view_image before asking built-in image generation to preserve identity, style, map layout, or sprite lineage.

How It Works

  1. The user asks Codex for a sprite, prop pack, map, or engine-ready prototype.
  2. The agent chooses the asset type, action, bundle shape, sheet layout, frame count, style, and alignment strategy.
  3. Built-in image generation creates the raw visual asset.
  4. Local scripts run deterministic post-processing: chroma-key cleanup, despill, frame extraction, alignment, prop-pack slicing, GIF/PNG export, and validation metadata.
  5. For maps and prototypes, Codex can also assemble placement metadata, collision, trigger zones, Godot scenes, or Unity project wiring.

The script is not the creative brain. The agent makes the visual and pipeline decisions; the Python tools only perform repeatable pixel and export operations.

What It Can Generate

agent-sprite-forge (0x0funky/agent-sprite-forge)

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What is this?Agent Sprite Forge is a Codex skill set that turns natural-language prompts into game-ready 2D assets: animated sprite sheets, transparent PNG frames, GIFs, and layered RPG maps, which can also be wired into Godot or Unity scenes.
Is this a standalone app or something I install into an agent?It is not an app. It is a set of Codex (or Grok Build) agent skills plus deterministic local Python scripts: the agent plans and calls image generation, and the scripts clean, split, align, and export the results.
Do I need Codex specifically, or can I use any agent?You need an agent with built-in image generation, such as Codex or Grok Build, for generate2dsprite and generate2dmap. The denser video2dsprite pipeline is Grok Build only, since it needs Grok's native imagetovideo tool.
Does video2dsprite work in Codex too?No. The skill will load in Codex but has to refuse the video-generation step because Codex and other agents lack Grok's imagetovideo tool, which that pipeline depends on.
Do I need to know Python or a game engine to use it?No, you just describe the asset you want in plain language and Codex handles the pipeline, calling the Python scripts automatically. Making use of the exported Godot or Unity scenes afterward assumes some basic familiarity with those engines.
Which game engines does it support?Godot and Unity. It can produce editable Godot scenes with TileMapLayer, props, collision, and zones, or Unity scenes with a content database wiring sprites into gameplay, or just plain transparent PNG/GIF assets for any engine.
What skills are included?Three: generate2dsprite for sprite sheets and animations, generate2dmap for layered RPG maps and Godot-editable scenes, and video2dsprite for denser motion sprites sampled from a short video clip (Grok Build only).
Why not just generate the image and use it directly?Because raw AI-generated images are not game-ready. The skill's deterministic Python scripts handle chroma-key cleanup, frame extraction, alignment, prop-pack slicing, and validation metadata that turn a single generated image into usable sprite sheets or engine assets.
What does the final output look like?For sprites: a raw sheet, a cleaned transparent sheet, individual frames, GIFs, and metadata. For maps: a base map, dressed reference, prop pack, extracted transparent props, a flattened preview, and scene metadata.
Creator
0x0funky
Size
86 MB
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4.5K
Age
5mo
Commits · 90 Days