Agent Sprite Forge skill
Codex skills for 2D sprites, animation sheets and layered game maps from a prompt, exported to PNG, GIF and Godot
- 4,620 ★ on the repository
- Last commit
- MIT
Extended access
Why this level
- Runs local Python image processing scripts
- Uses the agent's paid image generation
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add skills/agent-sprite-forgeDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- Runs local Python image processing scripts
- Uses the agent's paid image generation
This is third-party code. Review the repository files before installing.
What it does
A set of three skills. generate2dsprite plans the asset from a description, renders a raw sheet on a magenta background with built-in image generation, and a local Python script removes the background, splits and aligns frames and exports transparent PNG and GIF. generate2dmap builds maps: a base layer, a separate prop pack, collision, zones and editable Godot scenes with TileMap. video2dsprite gets smoother animation from a short video clip, but video generation works only in Grok Build.
Who it is for. For indie game developers and prototypers who need 2D assets without an artist.
Good fit when
- You need animated sprites for characters, monsters or effects
- You need a map with separate props and collision for Godot
- You want to quickly assemble a game prototype with a consistent style
Not a fit when
- Your agent cannot generate images
- You need final hand-drawn art without generation artifacts
Example request
Generate a pixel-art knight with walk and attack animations, top-down view, and export frames and GIFsLimitations
Needs an agent with built-in image generation: the README targets Codex and Grok Build. Postprocessing needs Python, Pillow and numpy, plus ffmpeg for video. The full video2dsprite pipeline runs only in Grok Build. Image generation in Codex requires OpenAI access, which does not work from Russia without VPN.
How to disable. Remove the generate2dsprite, generate2dmap and video2dsprite folders from ~/.codex/skills/.
FAQ
Does it work in Claude Code?
The README covers only Codex and Grok Build; the skills need built-in image generation in the agent.
Which engines are targeted?
Godot, Unity and plain 2D projects, with ready Godot scenes using TileMap.
Discussion
No questions or reviews yet.
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Comparison with similar tools
Entries that share the main search query, and how they differ.
| Entry | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| Agent Sprite Forge (this entry) | no | 4,620 | ||
| Universal Modder | no | 9,174 | a plugin and skills for mods to games on your PC | |
| Aseprite MCP Tools | no | not required | 845 | an MCP server giving an agent 123 Aseprite tools for pixel art and |
| Spine Animation AI | no | 609 | a Claude skill for Spine 2D animation |
README in short
The README shows Unity, Godot and JavaScript prototypes built with the skills and explains the split: the agent plans, generation draws, scripts clean and export. It describes the three skills and their limits, install on Windows, macOS and Linux by copying into Codex and Grok directories, and Python requirements. MIT licensed.
README badge
Original SKILL.md
--- name: generate2dsprite description: "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." --- # 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` - `art_style`: pixel_art | clean_hd | pixel_inspired | retro_pixel | map_style | project-native - `reference`: `none` | `attached_image` | `generated_image` | `local_file` - `layout_guide`: `none` | `geometry` | `character_anchor`