codeart2d
Explicit-only last resort. Draws game art from code, with no image model - pixel sprites from a PixelSpec, flat vector props, UI…
Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the
Claude Code
$ npx -y skills add 0x0funky/agent-sprite-forge --skill generate2dsprite --agent claude-code
Codex
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a codex -y
Cursor
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a cursor -y
Gemini CLI
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a gemini-cli -y
GitHub Copilot
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a github-copilot -y
OpenCode
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a opencode -y
Windsurf
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a windsurf -y
name: generate2dsprite description: Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the local Codex or Grok CLI); approve one master still per character; then key, slice, register, scale, palette, QA and export frames for a game engine (Aseprite JSON, Godot SpriteFrames or Sprite3D). HD finish by default, pixel finish on request. Character animation is one image-to-video clip per action from the master (video2dsprite); sheets are for FX, icons and props. Use for sprites, masters, sheets, frame-by-frame animation and packaging frames from any source. Not for maps, tiles or backgrounds (generate2dmap), video clips (video2dsprite), code-drawn art (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
Make the smallest asset bundle the game needs, at its real display size, camera and style. Game logic (collision, damage, timing) stays independent of the art.
Run `python "<skill-dir>/../generate2dmedia/scripts/forge_doctor.py" --host-tools <tools> --save <output>/doctor.json`, where `<tools>` lists the media tools in your own tool list (`image_gen`, `image_edit`, `image_to_video`) or `none`. Its `ROUTES` block shows which API keys are configured (yes or no), the local readiness and the resolved order. If `encoding.stdout` fails, set `PYTHONUTF8=1`.
Image generation is the default art source for characters, creatures, props, icons and FX. Record it as `art_source` (`api`, `host_image`, `existing`, or `code` only on request) and name the route in your reply. A route the user names explicitly wins.
1. **API**, when a key is configured: OpenAI (`OPENAI_API_KEY`), Google Gemini (`GEMINI_API_KEY`), xAI (`XAI_API_KEY`), BytePlus Seedream (`ARK_API_KEY`) or fal.ai (`FAL_KEY`), in the environment or the user config file ([route-media.md](../generate2dmedia/references/route-media.md)). The configured key is the owner's consent, so there is no per-call question. 2. **Local**: your own image tool (Codex `image_gen`, Grok's native tool) when you have one, otherwise the user's signed-in Codex CLI, then Grok CLI. 3. **codeart2d** only when the user explicitly asks for code-drawn art, or when `route_media.py` prints `no-route` (exit 3). Then say "code-drawn, no image model".
Hibit FX are the one exception: `fx_pixelfx.py check` sends them to pixelfx when the user has it installed (route A, third-party code-drawn FX, credited and disclosed), else to the image route (route B). See [hibit.md](references/hibit.md#4-fx-route-a-pixelfx-or-route-b-image-route).
Every image goes through one command: `python "<skill-dir>/../generate2dmedia/scripts/route_media.py" image --prompt-file <txt> --reference <png> --size 1024x1024 --out-dir <new>`. It picks the route in that order and prints one JSON line with `route`, `artifact`, `sha256` and `estimateUsd`; `resolve --kind image` says which route would run. Existing art the user supplies is always welcome. Never claim a generation that did not happen; keep the prompt and contract and report a missing capability.
One approved master still per character, then one image-to-video clip per action from it ([video2dsprite](../video2dsprite/SKILL.md)); sheets are for FX, icons and props. Wording: [prompt-rules.md](references/prompt-rules.md); commands, framing and `master.json`: [master-still.md](references/master-still.md).
1. Spec (`--spec <json>` and/or flags): `--name`, `--subject`, `--identity` (long and precise), `--facing left|right|front|back`, `--class hero|mob|boss|prop`, `--finish hd|pixel|hibit` (HD default; pixel or hibit only when asked; hibit makes the still flat and lineless), `--identity-ref` (FIRST image, copied exactly), `--style-ref` (SECOND: an approved peer sprite, style and framing only), `--key` (default `#FF00FF`; green or blue for purple and pink designs). 2. Generate: `python "<skill-dir>/scripts/master_still.py" generate --spec <json> --takes 3 --output-dir <new>`. Each take goes through generate2dmedia `route_media.py` (API key first, then the local daemon); `takes.png` shows them side by side. Exit 3 means no route: say so; codeart2d is the fallba
Languages: English | 繁體中文 | 简体中文 | 日本語 | 한국어 0.4 launch teaser: every frame is real ASF output.
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