Agent skill

2D Sprite Generator

by 0x0funky in 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.

MITAuto-check passedGame Development

Install 2D Sprite Generator

skills CLI
$ npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install 0x0funky/agent-sprite-forge generate2dsprite --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/generate2dsprite .claude/skills/generate2dsprite && rm -rf skills-src

Use ~/.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/

Facts

Skill name
generate2dsprite
GitHub stars
4.3k
Token cost
~3.6k tokens
SKILL.md length
1,655 words
Files
31 (incl. scripts, references)
Skills in repo
5
Repo updated
First seen
Licence
MIT

At a glance

Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.

  • Works in 3 steps: API, when a key is configured: OpenAI… → Local: your own image tool (Codex… → codeart2d only when the user explicitly…
  • Creating a master still and sprite sheet for a game character
  • SKILL.md covers Use when, Do not use when, Capability check (once per… and Art source, plus 8 more sections
  • Runs Python scripts from its folder; calls python; needs OPENAI_API_KEY and GEMINI_API_KEY

What it does

The skill plans size, motion and finish for a 2D asset, generates the art, has you approve one master still per character, and then keys, slices, registers, scales, palettes, checks and exports the frames. Image generation is the default art source, routed through a `route_media.py` helper that uses an API when a key is set, from OpenAI, Gemini, xAI, BytePlus Seedream or fal.ai, and otherwise the local Codex or Grok CLI. Code-drawn art is used only on request.

Export targets are Aseprite JSON, Godot SpriteFrames and Sprite3D, with an HD finish by default and a pixel finish on request. Character animation is one image-to-video clip per action taken from the master, handled by the sibling `video2dsprite` skill, while sheets are meant for effects, icons and props. Maps, tiles and backgrounds belong to `generate2dmap`. A capability check with `forge_doctor.py` runs once per session to show which API keys and local tools are available.

When your agent uses it

  • Creating a master still and sprite sheet for a game character
  • Making icons, props or effect frames at their real display size
  • Packaging existing frames for Godot or Aseprite

Example prompts

  • “Generate a master still for a small slime enemy in pixel finish and show it for approval.”
  • “Make an explosion effect sprite sheet and export it as Godot SpriteFrames.”
  • “Take the frames in ./art/hero and build palette-matched clips with an Aseprite JSON export.”

Requirements

  • An image API key such as `OPENAI_API_KEY`, or a signed-in Codex or Grok CLI
  • Python to run the bundled scripts

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  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)…
  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…

What it can do on your machine

Read from SKILL.md and the folder at commit 5324342. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 1 file in scripts/ (Python, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • python

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names these keys or tokens, usually read from environment variables:

    • OPENAI_API_KEY
    • GEMINI_API_KEY
    • XAI_API_KEY
    • ARK_API_KEY
    • FAL_KEY

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

2D Sprite Generator loads about 3.6k tokens when it runs, and up to ~57k if it reads all its reference files. Until then it costs about 238 tokens; SKILL.md has 1,655 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~238
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~57k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from 0x0funky/agent-sprite-forge at commit 5324342, republished under its MIT licence (© 0x0funky). 1,655 words, ~3,575 tokens.

Download SKILL.mdSave it as .claude/skills/generate2dsprite/SKILL.md (or your agent's skills folder). This skill also uses 30 other files; get the full folder from GitHub.
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).

Generate 2D Sprite

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.

Use when

  • A character, creature, prop, item, icon or FX is needed as a master still, a sheet or clips.
  • Frames already exist (generated, painted, code-drawn) and need clips, palettes or an engine export.

Do not use when

Capability check (once per session)

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.

Art source

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). 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".

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.

  • Finish: HD is the default: full colour, clean alpha, one registration and a premultiplied area downscale to the game height. The pixel finish (one shared palette, binary alpha, no dither) is an option when the user asks for pixel art. Never prompt an image model for a logical pixel grid; the pixel look comes from the finish.
  • Characters: approve one master still per character, then animate it with video2dsprite: one image-to-video clip per action, all from that master (sprite_set.py). Keep every action's body height from the master's rest pose.
  • Sheets are for FX, icons and props (and frames the user supplies), not for character animation.

Master still (every character animation starts here)

One approved master still per character, then one image-to-video clip per action from it (video2dsprite); sheets are for FX, icons and props. Wording: prompt-rules.md; commands, framing and master.json: 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 (HD default; pixel only when asked), --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 fallback ("code-drawn, no image model"). With the host's own image tool: run master_still.py prompt and attach the listed references in that order.
  3. Choose by looking: identity, facing, nothing touching an edge, no text.
  4. Fix a near-miss by edit, never by re-roll: master_still.py edit --run <dir> --take N --change "<one change>" --output-dir <new> (or --master <dir>).
  5. Approve: master_still.py approve --run <dir> --take N --output-dir <new> (a still from elsewhere: --still <png> --route <what made it>). It keys the still, crops it with a 6 px margin, LANCZOS-scales it to the class framing on 1024x1024 (hero 788 px tall, top margin 138 px) and writes master.png (opaque, pure key), master_rgba.png and master.json (generate2dsprite.master.v1).
  6. Motion steps read master.json (identity_recap, facing, finish, class, framing, key, files, transform, route) and never re-measure the still; every clip prompt starts with "The same <identity_recap>".

Report the route from master.json route. A FORGE_ROUTE_MEDIA_FAKE warning means the image is not a real generation.

Host notes

  • Codex: image_gen is your own image tool; with no configured key use it and look at results with view_image. An image this session made that is not in the project: python "<skill-dir>/../generate2dmedia/scripts/cli_media.py" adopt --codex-thread <thread-id> --output-dir <new>, then process generated.png. codeart2d and generate2dmedia are explicit-only: open their SKILL.md when this one routes there.
  • Claude Code: no built-in image generator: route_media.py takes the API or the local CLIs. Look at every PNG you make with Read; run tools with Bash; <skill-dir> is ${CLAUDE_SKILL_DIR}.
  • Grok: its native image and video tools are your own tools; use their real schema.

Commands

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 (<skill-dir>/../video2dsprite). Keep inputs and outputs inside the project. Every tool writes a new --output-dir: it refuses an existing one, stages beside it and publishes only after its checks (--strict-qc / --strict publish nothing on failure). Success prints one JSON line; errors print error: ... and exit 1; usage errors exit 2. Needs Python 3.10+, numpy and Pillow (scipy recommended). --help lists every flag.

Show full SKILL.md (725 more words)Show less

Plan the asset

Record identity and reference, camera and facing, style, game display size, finish (HD by default, pixel on request), action list and phases, loop or one-shot, motion envelope, shared root and output format. Keep one accepted master and one source-to-display scale per character; mobs are no taller than the hero unless planned. A grid is not smoothness: pose spacing, timing, the loop seam and ground contact matter more. Poses, NEAR/FAR legs and timing: animation-planning.md.

  • Alpha: native_alpha keeps real transparency (a painted checkerboard is not alpha); chroma_key uses flat magenta only when the subject has none; opaque keeps whole images (assemble_frames.py).
  • Sampling: lanczos or a premultiplied area resize for generated art; nearest only for a verified pixel grid. A high-resolution pixel-like painting is not clean 32 px art.
  • A shared root is not a per-frame alpha-bbox bottom: keep intentional flight, jumps, bob and recoil.

Generate (image routes)

Write the prompt yourself (prompt-rules.md; grids, phases and presets in action-recipes.md). Attach references through --reference (or your tool's real image input); a path in prose is not a reference. Keep the accepted master in every generation and describe absolute phases, not chained edits; a fix is an edit of the approved still that names the only change. Generate one action family at a time and keep wide slashes, trails and projectiles out of the body sheet. Verify the actual route, model and returned size; never claim them from the prompt.

Pipeline

Sheets (FX, icons, props): sheet_qc.py spill on the raw sheet, then generate2dsprite.py process, then sheet_qc.py frames, then scale_frames.py, then build_animation_clips.py, then export_engine.py. Character actions come back from video2dsprite as packaged clips.

NeedRoute
Plan a sheet for an image tool (aspect, grid, guide, prompt)plan_guide.py --frames N --cycle run --output-dir <new>; attach guide.png, paste prompt.txt. Fixed scale and feet line: make_anchor_layout.py; empty safe frame: make_layout_guide.py
Check a raw sheet before slicingsheet_qc.py spill --input <sheet> --rows R --cols C --output-dir <new>; crossing parts mean regenerate with more margin or slice by ownership, never a largest-component filter
Key, slice and register a sheetgenerate2dsprite.py process --input <sheet> --target asset --mode <mode> --rows R --cols C --output-dir <new> --strict-qc (geometry v2; processing.md)
Pixel art drawn at M source px per art pxprocess --resampler nearest --logical-pixel M --pixel-scale N (whole scales only)
Jumps, bob or recoil on one registration pointprocess --scale-strategy registered (or --anchor-px X,Y)
One character's scale across actionsprocess --write-scale-profile <p.json> on the grounded reference, then --scale-profile <p.json> --max-profile-scale-drift 0.08
Canvas does not divide into the grid; other row orderprocess --grid-rounding nearest or --pad-to-grid; --direction-order down,up,left,right (modes.md)
Identity, NEAR/FAR alternation, drift, baselinessheet_qc.py frames --sheet <sheet> --rows R --cols C --cycle run --output-dir <new>; a duplicated half-cycle means regenerate the second half. On code-drawn frames (art_source=code) identity_residual and torso_drift are advisory
Game size on one canvas and root, never clampedscale_frames.py --frames <pngs> --root-lock torso-x --row-baseline --emit-clips --ticks N --output-dir <new>; later actions add --profile <first>/scale-frames.json --action-padding L,T,R,B
Clips with timing, events, transitionsbuild_animation_clips.py --manifest clips.json --output-dir <new>; read the lints and review/ (frames-and-clips.md)
Whole frames or a scene loop (no keying)assemble_frames.py (--key chroma, --slice ownership; --loop-overlap K --ambient for ambient loops only)
Shared palette, locks, variants, flicker (pixel finish)palette_tool.py build, apply, lock, quantize-seq, variants, luts; strict logical grid: pixel_reduce.py (palette-and-pixels.md)
Engine exportexport_engine.py --clips <animation-clips.json> --target all --output-dir <new>; Sprite3D: --target godot-sprite3d --world-height <units> (engine-export.md)
Play clips in a game (gait, hit-stop, transitions)runtime-integration.md
Code-drawn sprites, rigs or FX, only on requestcodeart2d render_pixelspec.py, rig_animate.py or fx_build.py with --build-clips (never process), then export_engine.py; disclose them as code-drawn

Acceptance

  • Review at game size: silhouette and identity, contact and flight, loop seam or one-shot recovery, alpha over light and dark, extremities, scale across actions, root and collider.
  • Quote numbers for quality claims: pipeline-meta.json matte.qa (a key_ring_spill warning: add --despill-radius 1 or --key-quality soft), sheet-qc.json, the clip builder's lints. Numeric QC finds symptoms; it never approves anatomy or motion.
  • 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 accepted source art, runtime frames or clips, preview, prompt and provenance (route, model, estimateUsd), QA and remaining limits. Keep the last accepted bundle when revising.

References

processing.md (process flags, legacy switches), modes.md, prompt-rules.md, action-recipes.md, character-animation.md (animation index), frames-and-clips.md, palette-and-pixels.md, engine-export.md, runtime-integration.md, video-handoff.md; data contracts in references/schemas/sprite.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

Files

SKILL.md and 30 other files (scripts, references) in skills/generate2dsprite of 0x0funky/agent-sprite-forge.

  • SKILL.md
  • agents/openai.yaml
  • references/action-recipes.md
  • references/animation-planning.md
  • references/character-animation.md
  • references/engine-export.md
  • references/frames-and-clips.md
  • references/master-still.md
  • references/modes.md
  • references/palette-and-pixels.md
  • references/processing.md
  • references/prompt-rules.md
  • references/runtime-integration.md
  • references/schemas/common.schema.json
  • references/schemas/sprite.schema.json
  • references/video-handoff.md
  • scripts/assemble_frames.py
  • … and 14 more

Open the folder on GitHubat commit 5324342

Compare with similar skills

2D Sprite Generator 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.

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Gemini Interactions APIAyuilos/Miffan192—~4.6kAutomated safety check: PassAGPL-3.0
Fal AI Imageartwist-polyakov/polyakov-claude-skills206—~2.1kAutomated safety check: NotesMIT

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Questions about 2D Sprite Generator

What does 2D Sprite Generator do?

Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines. The skill plans size, motion and finish for a 2D asset, generates the art, has you approve one master still per character, and then keys, slices, registers, scales, palettes, checks and exports the frames.ai, and otherwise the local Codex or Grok CLI.

When should I use 2D Sprite Generator?

2D Sprite Generator fits situations like: creating a master still and sprite sheet for a game character; making icons, props or effect frames at their real display size; packaging existing frames for Godot or Aseprite.

How do I install 2D Sprite Generator in Claude Code?

Run `npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a claude-code`. Or copy the skill folder (skills/generate2dsprite in 0x0funky/agent-sprite-forge) into .claude/skills/generate2dsprite in your project. Claude Code loads it when a task matches its description.

How do I install 2D Sprite Generator in Codex?

Run `npx skills add 0x0funky/agent-sprite-forge --skill generate2dsprite -a codex`. Or copy the skill folder (skills/generate2dsprite in 0x0funky/agent-sprite-forge) into .agents/skills/generate2dsprite in your project. Codex loads it when a task matches its description.

Can I use 2D Sprite Generator in Cursor, Gemini CLI or GitHub Copilot?

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 generate2dsprite -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/generate2dsprite, .gemini/skills/generate2dsprite, .github/skills/generate2dsprite and .opencode/skills/generate2dsprite in your project.

What does 2D Sprite Generator need to run?

Going by SKILL.md and its folder, 2D Sprite Generator needs Python for the scripts in its folder, the command-line tools its instructions call (python) and credentials named OPENAI_API_KEY, GEMINI_API_KEY, XAI_API_KEY and ARK_API_KEY. Our summary lists: An image API key such as `OPENAI_API_KEY`, or a signed-in Codex or Grok CLI; Python to run the bundled scripts.

Does 2D Sprite Generator access the network?

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.

Is 2D Sprite Generator safe to install?

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.

What licence does 2D Sprite Generator use?

2D Sprite Generator is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 2D Sprite Generator use?

About 3.6k tokens (SKILL.md is roughly 14k 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 54k tokens, read only when the agent opens those files.

What are the alternatives to 2D Sprite Generator?

Skills that share tags, products or a category with 2D Sprite Generator: Game Asset Generator (htdt/godogen, 7.1k stars), Godot Asset Generator (jwynia/agent-skills, 166 stars), Img Gen Avatar (4thfever/cultivation-world-simulator, 2.1k stars) and Gemini Interactions API (Ayuilos/Miffan, 192 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 2D Sprite Generator?

0x0funky (a GitHub user) maintains it in 0x0funky/agent-sprite-forge, which has 4,344 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.