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/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,

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agent-sprite-forge
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$ npx -y skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent claude-code

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/generate2dmap

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The summary Claude sees to decide when to auto-load this skill.

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,

SKILL.md

generate2dmap.SKILL.md
name: generate2dmap
description: "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."

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 scene, do not ship a single baked image as the runtime map unless the user explicitly asks for a flat background only. A baked image may be a background, reference, or preview artifact, but the playable deliverable must expose gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes.

This skill is for scenes and maps. Do not generate character, enemy, boss, projectile, NPC, player, or animation sprite assets as map deliverables. The map may include scene hooks such as player spawns, actor spawn marker metadata, patrol/encounter zones, arena entrances, gates, exits, and camera triggers, but actor artwork, projectiles, and animations belong in `$generate2dsprite`.

Read [references/map-strategies.md](references/map-strategies.md) when the pipeline choice is not obvious. Read [references/layered-map-contract.md](references/layered-map-contract.md) before implementing a layered raster map. Read [references/prop-pack-contract.md](references/prop-pack-contract.md) before batching generated props into a sheet.

Map Modes

Use `map_mode` as the first decision. It is a product-level preset that chooses the initial pipeline axes and expected deliverables:

  • `tile_mode`: editable tile/grid maps for RPGs, monster-taming games, platformers, tactical maps, factory games, and engines/editors that already use tiles. Default axes: `tilemap` or `layered_tilemap` + `interactive_scene_objects + scene_hooks` + `tile_collision + trigger_zones`.
  • `scene_mode`: base map plus separate props for tower defense, survivors-like arenas, cozy demos, top-down adventure scenes, and visual showcase maps. Default axes: `layered_raster` + `separate_props` or `y_sorted_props + interactive_scene_objects + scene_hooks` + `precise_shapes + trigger_zones`.
  • `side_scroll_mode`: parallax side-scroller stages for action platformers, runners, Metroidvania rooms, side-view shooters, and beat-em-up stages. Default axes: `parallax_layers` + `platform_objects + interactive_scene_objects + foreground_occluders + scene_hooks` + `precise_shapes`.
  • `grid_mode`: rule-heavy grid scenes for tactical RPGs, factory/automation games, board/card battlers, build grids, and terrain-cost maps. Default axes: `layered_tilemap` or `tilemap` + `interactive_scene_objects + scene_hooks` + `tile_collision` or grid metadata.
  • `room_chunk_mode`: modular rooms/chunks for roguelikes, Metroidvania rooms, dungeon rooms, and procedural level assembly. Default axes: `layered_tilemap` or `parallax_layers` or `layered_raster` + object layers + exits/connection metadata + collision.
  • `baked_scene_mode`: fixed battle backgrounds, title/menu screens, boss-room concept art, visual novel scenes, point-and-click backgrounds, or other explicitly flat/non-editable scenes. Default axes: `baked_raster` + `none` or `coarse_shapes`.

When the mode and lower-level axes disagree, the mode's playable/editable contract wins. For example, `side_scroll_mode` always needs separate collision and platform/object data even if it also produces a beautiful full-width preview image.

Genre Routing

When the user gives a genre instead of a technical map mode, choose the mode conservatively:

  • Pokemon-like / monster-taming RPG / top-down RPG town or route -> `tile_mode` with optional separate props, encounter zones, exits, NPC spawn markers, and collision.
  • Tower defense / Kingdom Rush-like -> `scene_mode` with path metadata, build slots, props, collision/blockers, spawn/exit hooks, and optional engine scene scaffold.
  • Survivors-like / arena survival -> `scene_mode` or `tile_mode` depending on map scale; keep obstacles sparse, define spawn rings/zones, camera bounds, and collision separately.
  • Mega Man-like / side-view action platformer / runner / Metroidvania side room -> `side_scroll_mode`.
  • Beat-em-up / brawler -> `side_scroll_mode` with a walkable belt polygon instead of jump-platform geometry; use parallax/background depth plus props, enemy wave zones, and camera bounds.
  • Tactical RPG / strategy grid / factory automation / board-like game -> `grid_mode`.
  • Roguelike dungeon / modular Metroidvania / procedural room assembly -> `room_chunk_mode`.
  • Visual novel, title screen, point-and-
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Repo: 0x0funky/agent-sprite-forge