generate2dsprite
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles,…
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,
$ npx -y skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/generate2dmapContext preview
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,
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."
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.
Use `map_mode` as the first decision. It is a product-level preset that chooses the initial pipeline axes and expected deliverables:
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.
When the user gives a genre instead of a technical map mode, choose the mode conservatively:
Languages: English | 繁體中文 | 简体中文 | 日本語 | 한국어 Codex skills for game-ready 2D sprites, layered maps, and engine-ready prototypes. Ask in natural language.
Repo: 0x0funky/agent-sprite-forge
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles,…
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