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/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

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agent-sprite-forge
3.7k3 skills
Install
$ npx -y skills add 0x0funky/agent-sprite-forge --skill generate2dsprite --agent claude-code

How it fires

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/generate2dsprite

Context preview

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

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

SKILL.md

generate2dsprite.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`
  • `runtime_contract`: `none` | `godot_sprite3d`
  • `world_height`: desired in-engine subject height when a runtime contract is requested
  • `prompt`: the user's theme or visual direction
  • `role`: only when the asset is clearly an NPC role
  • `name`: optional output slug

Read [references/modes.md](references/modes.md) when the request is ambiguous.

Agent Rules

  • Decide the asset plan yourself. Do not force the user to spell out sheet size, frame count, or bundle structure when the request already implies them.
  • Do not pack unrelated actions into one raw generated sheet just to satisfy a `4x4`, `5x5`, or custom engine atlas. A raw generated sheet should represent one action family, one continuous sequence, one canonical directional locomotion sheet, or one prop/asset pack.
  • For controllable heroes, main characters, and high-value player assets with multiple actions, generate separate per-action grid sheets first, QC each action, then deterministically assemble the engine-required atlas only after the grids pass visual review.
  • For controllable heroes, main characters, and high-value player body actions, default attack/shoot/cast body sheets to body-only. Do not include large slash arcs, muzzle flashes, projectiles, impact bursts, detached dust, long trails, or wide detached FX in the body sheet. Generate those as separate `fx`, `projectile`, or `impact` sheets and layer them in the game.
  • Only include wide attack FX in the same raw body sheet when the target runtime explicitly supports wider per-action cells plus per-action origin/anchor metadata. Otherwise, a wide FX bbox will force the body to shrink inside the fixed cell.
  • When a grounded hero/player attack must keep an integrated weapon in the body sheet and there is no runtime FX layer, process it with `scale_strategy=preserve` and `align=feet` by default. This preserves raw-cell scale, translates frames to a shared feet line, and avoids bbox-fit shrinking from long swords, spears, weapon trails, capes, or wide melee poses.
  • Write the art prompt yourself. Do not default to the prompt-builder script.
  • Use built-in `image_gen` for every raw image.
  • Do not create raw sprite art with Three.js, Canvas, SVG, HTML/CSS drawing, PIL shape drawing, procedural geometry, placeholder primitives, or code-rendered screenshots. Runtime code may display finished generated assets, and scripts may make layout guides or postprocess generated images, but requested sprite art must originate from built-in `image_gen`.
  • When the user provides or implies a visual reference, use built-in image edit/reference semantics only after the reference image is visible in the conversation context. If the reference is a local file, call `view_image` first; do not rely on a filesystem path in the prompt as the visual reference.
  • Do not force pixel art when the asset is a map prop for `$generate2dmap` or when the user/project requests a different style. Match the map or reference style first.
  • Use the script only as a deterministic processor: magenta cleanup, frame splitting, component filtering, scaling, alignment, QC metadata, transparent sheet export, and GIF export.
  • Do not use scripts to generate the creative image prompt. If a legacy prompt-builder command exists, treat it as historical compatibility only, not the normal skill workflow.
  • Layout guides are allowed only as deterministic geometry references for image generation. They may show slot count, spacing, centering, and safe padding, but must never define the creative art direction.
  • Treat script flags as execution primitives chosen by the agent, not user-facing hardcoded workflow.
  • If a generated sheet touches cell edges, drifts in scale, or breaks a projectile / impact loop, either reprocess with better primitive settings or regenerate the raw sheet.
  • Do not use raw single-row sheets such as `1x4`, `1x6`, `1x8`, or `1xN` for characters, players, controllable heroes, creatures, NPCs, enemies, summons, animated props, or any asset where a body/subjec
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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.

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Repo: 0x0funky/agent-sprite-forge