Sprite Gen
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install 0x0funky/agent-sprite-forge codeart2d --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/codeart2d .claude/skills/codeart2d && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .claude/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2dType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install 0x0funky/agent-sprite-forge codeart2d --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/codeart2d .agents/skills/codeart2d && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .agents/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install 0x0funky/agent-sprite-forge codeart2d --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/codeart2d .cursor/skills/codeart2d && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .cursor/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/0x0funky/agent-sprite-forge.git --path skills/codeart2d--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install 0x0funky/agent-sprite-forge codeart2d --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/codeart2d .gemini/skills/codeart2d && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .gemini/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install 0x0funky/agent-sprite-forge codeart2dInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/codeart2d .github/skills/codeart2d && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .github/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install 0x0funky/agent-sprite-forge codeart2d --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/codeart2d .opencode/skills/codeart2d && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "codeart2d" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/codeart2d into .opencode/skills/codeart2d/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "codeart2d", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
codeart2dDraws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
This is an explicit-only last resort. The agent writes the art as text (PixelSpec JSON, portable SVG, rigs, FX, material, layout and parallax specs) and scripts render, check and package it, so no image model is involved. It applies when you ask for code-drawn art, or when the media router script route_media.py reports no route because no API key or local image or video tool exists. Otherwise the image-generation skills for sprites, maps and video come first.
Output covers pixel sprites, flat vector props, UI and icons, rigged characters with planted feet, FX with a JavaScript runtime, autotiles proven to tile without seams, playable top-down layouts with collision, stylized parallax and ambient plate motion, kept palette-exact and delivered with QA and review sheets. It is not for painterly or likeness art, HD-2D plates or realistic fire, smoke and water, and licensed characters are never traced. Every result is disclosed as code-drawn and recorded in codeart-meta.json. Example specs and reference files for PixelSpec, FX and layouts ship with it.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 5324342. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/, which the agent can run.
Shell commands in SKILL.md call:
pythonnodeFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Code-Drawn 2D Game Art loads about 2.5k tokens when it runs, and up to ~98k if it reads all its reference files. Until then it costs about 199 tokens; SKILL.md has 1,136 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from 0x0funky/agent-sprite-forge at commit 5324342, republished under its MIT licence (© 0x0funky). 1,136 words, ~2,462 tokens.
.claude/skills/codeart2d/SKILL.md (or your agent's skills folder). This skill also uses 44 other files; get the full folder from GitHub.You write the art as text (PixelSpec JSON, portable SVG, rig, FX, material, layout or parallax
specs); the scripts render, check and package it. No image model is involved. It is a declared art
source (art_source: "code"), not a placeholder.
route_media.py prints no-route (exit 3): no API key is configured and no local image or video route exists. Say so, and offer to add a key or a CLI as well.Run python "<skill-dir>/../generate2dmedia/scripts/route_media.py" resolve --kind image (or --kind video): when it names a route, the image or video skill takes the request unless the user asked for code art. forge_doctor.py in the same folder shows the full picture. If encoding.stdout fails, set PYTHONUTF8=1. For SVG work also run svg_render.py doctor --report <new.json> once per machine.
This skill is the explicit-only last resort of the route order: the API when a key is configured, then the local image tools, then code art, only when the user asks for it or no route exists. Never substitute it silently for generated art. Before you draw, check what code art can and cannot draw well in style-envelope.md (its table describes strengths, not the route order), and tell the user when a request needs an image model. Disclose every result: "code-drawn, no image model" (codeart-meta.json records "art_source": "code"); never present it as image-model output.
image_gen and route_media.py make the art unless the user asks for code art. Look at review sheets with view_image.no-route. Look at every preview-*.png and review/*.png with Read before you report; run tools with Bash; <skill-dir> is ${CLAUDE_SKILL_DIR}.Run each tool as one line from the user's project root: python "<skill-dir>/scripts/<tool>.py" .... <skill-dir> is this skill's folder; sibling skills sit beside it (--build-clips calls <skill-dir>/../generate2dsprite/scripts/build_animation_clips.py). Keep specs and outputs inside the project. Every tool writes a new --output-dir: it refuses an existing one and publishes only a complete result; with --strict-qc a failed check publishes nothing. Success prints one JSON line; errors print error: ... and exit 1; usage errors exit 2. Examples to copy: examples/.
Dependencies: numpy and Pillow for everything; PixelSpec rendering and pixel_qa.py need nothing else. SVG art also needs one rasterizer: resvg-py (python -m pip install "resvg-py>=0.5,<0.6", preferred), the resvg-js CLI on PATH, or Chrome/Edge (set CHROME_PATH) (rasterizers.md). Never PyMuPDF, skia-python or cairosvg: they silently ignore crispEdges, <style>, clipPath or gradients. fx_verify.mjs needs node.
gem.pixelspec.json (the "Hello sprite" block in pixelspec.md).python "<skill-dir>/scripts/render_pixelspec.py" --spec gem.pixelspec.json --output-dir out/gem-v1 --preview-scale 8 --strict-qcout/gem-v1/preview-x8.png; the frames are in out/gem-v1/<variant>/frames/.| Need | Route |
|---|---|
| Pixel character, prop or FX with palette variants | PixelSpec (pixelspec.md), then render_pixelspec.py --spec <spec> --output-dir <new> --build-clips --strict-qc; review with pixel_qa.py |
| Flat vector character, prop, UI or icon set | portable SVG with palette classes (svg-profile.md), then svg_render.py render --svg <svg> --palette <palette.json> --output-dir <new> --zoom N |
| Crisp pixel art drawn with SVG shapes | svg_render.py render --crisp --zoom N --strict-qc |
| Check an SVG before rendering | svg_render.py lint --svg <svg> --profile portable (add --compile --palette <p>) |
| Small character that walks, idles or attacks with planted feet | rig SVG plus a rig_anim.v1 file (rig-animation.md), then rig_animate.py --rig <svg> --anim <json> --output-dir <new> --build-clips --strict-qc; look at review/*.png |
| Slash, sparks, impact ring, hit flash, dust, projectile | fx.v1 spec (fx-language.md), then fx_build.py --spec <json> --output-dir <new> --build-clips --export-runtime; baked frames for pixel games, fx-runtime.mjs for gameplay-timed FX (fx-runtime-contract.md) |
| Check an fx.v1 runtime | node "<skill-dir>/scripts/fx_verify.mjs" <module.mjs> --report <file> |
| Terrain transitions, roads meeting water, paths over ground, walls and ledges | material spec, then autotile_build.py --material-spec <json> --output-dir <new> --strict-qc (Wang-16, three materials, blob-47, bevel; tiles-and-maps.md) |
| An image-tool texture inside exact tile masks | autotile_build.py --material-texture NAME=PATH --quantize-textures (one tile that wraps) |
| Playable top-down map: roads, props, exits, collision, reachability | layout_build.py --spec <layout.json> --output-dir <new> --preview --strict-qc (--tiles <tileset manifest> for real tiles); open debug.png (layouts-and-parallax.md) |
| Stylized parallax background | parallax_build.py --spec <parallax.json> --output-dir <new> --validate --sweep-frames 49; review sweep-sheet.png |
| Ambient motion on a static plate | ambient_bake.py --plate <png> --spec <effects.json> --output-dir <new> --preview --strict-qc; encode with generate2dmap scene_motion.py |
| QA any pixel frames | pixel_qa.py --input "<glob>" --palette <palette, spec or codeart-meta.json> --review <new.png> --onion --strict --report <new.json> |
Hand-offs: clips go to generate2dsprite export_engine.py (never generate2dsprite.py process); a layout's map_bundle.v2 goes to generate2dmap map_bundle.py validate, map_nav.py check and export_tiled.py / export_godot.py / export_ldtk.py.
class="c-NAME"; bones rotate with transform="rotate(a cx cy)"; no <text>, <image>, feTurbulence, feDisplacementMap or mix-blend-mode; pixel art adds shape-rendering="crispEdges" and no gradients, masks, filters or opacity.--strict-qc never passes without that proof.render_pixelspec.py warns half_cycle_duplicates when frame i and i+n/2 of a walk/run clip share a silhouette (IoU >= 0.95); fix the legs, or pass --allow-duplicate-half-cycle only after the review sheet shows the stride reads.sheet_qc.py frames on code-drawn frames (art_source=code): identity_residual and torso_drift are advisory, since the head and root are fixed in code; judge them by eye, and treat near_duplicates and leg_alternation as real.Look at the preview and review sheets at game size and 1x before reporting (style-envelope.md has the review loop). Quote the QA status and failed checks from the JSON summary.
Report every WARN or FAIL check verbatim (id, value, threshold, files) from each published QA envelope; never say "all checks passed" when any published envelope has a warn. Deliver specs, rendered frames or tiles, clips or bundles, codeart-meta.json and the disclosure line. Data contracts: references/schemas/codeart.schema.json.
© 0x0funky, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 44 other files (scripts, references) in skills/codeart2d of 0x0funky/agent-sprite-forge.
Open the folder on GitHubat commit 5324342
Code-Drawn 2D Game Art next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Code-Drawn 2D Game Art this skill0x0funky/agent-sprite-forge | 4.3k | — | ~2.5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Hatch PethAcKlyc/MyAgents | 915 | 1 repos | ~9.5k | Automated safety check: Pass | Apache-2.0 | |
| Img Gen Avatar4thfever/cultivation-world-simulator | 2.1k | — | ~641 | Automated safety check: Pass | Custom licence | |
| Animatewith-pebbly/aseprite-ai-artist | 149 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Hatch Petnexu-io/open-design | 100k | — | ~6k | Automated safety check: Pass | Apache-2.0 |
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
hAcKlyc/MyAgents
Create, repair, validate, visually QA, and package MyAgents/Codex-compatible animated pets and pet spritesheets from character art, generated images, company or prospect brand cues, or visual…
4thfever/cultivation-world-simulator
A skill your agent uses when working on tools/imggen avatar image generation, OpenAI-compatible image API config, human or yaoguai portrait prompts, qi-refining base generation, image-to-image realm…
with-pebbly/aseprite-ai-artist
Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.
nexu-io/open-design
Create, repair, validate, preview, and package Codex-compatible animated pet spritesheets from character art, screenshots, generated images, or visual references.
sandeco/mira-animator
Transforma imagens (fotos, logos, diagramas) em animações D3.js interativas e self-contained.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
0x0funky/agent-sprite-forge
Generates an image or an image-to-video clip through a configured provider API or a signed-in Codex or Grok CLI, and reports the route, file, hash and cost estimate.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
0x0funky/agent-sprite-forge
Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.
Categories
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for. This is an explicit-only last resort. The agent writes the art as text (PixelSpec JSON, portable SVG, rigs, FX, material, layout and parallax specs) and scripts render, check and package it, so no image model is involved.
Code-Drawn 2D Game Art fits situations like: you explicitly ask for sprites or props drawn in code rather than by an image model; the media router finds no image or video route and art is still needed; making seam-proven autotiles, parallax backgrounds or small FX in an exact palette; creating pose or layout guides to support an image model.
Run `npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a claude-code`. Or copy the skill folder (skills/codeart2d in 0x0funky/agent-sprite-forge) into .claude/skills/codeart2d in your project. Claude Code loads it when a task matches its description.
Run `npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a codex`. Or copy the skill folder (skills/codeart2d in 0x0funky/agent-sprite-forge) into .agents/skills/codeart2d in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 0x0funky/agent-sprite-forge --skill codeart2d -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/codeart2d, .gemini/skills/codeart2d, .github/skills/codeart2d and .opencode/skills/codeart2d in your project.
Going by SKILL.md and its folder, Code-Drawn 2D Game Art needs the command-line tools its instructions call (python and node). Our summary lists: Python to run the bundled scripts.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Code-Drawn 2D Game Art is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.5k tokens (SKILL.md is roughly 9.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 95k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Code-Drawn 2D Game Art: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Hatch Pet (hAcKlyc/MyAgents, 915 stars), Img Gen Avatar (4thfever/cultivation-world-simulator, 2.1k stars) and Animate (with-pebbly/aseprite-ai-artist, 149 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
0x0funky (a GitHub user) maintains it in 0x0funky/agent-sprite-forge, which has 4,309 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 6, 2026.
Source: 0x0funky/agent-sprite-forge on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.