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Codex skills for game-ready 2D sprites, layered maps, and engine-ready prototypes.
Ask in natural language. Codex plans the asset pipeline, renders with built-in image generation, then local processors clean, split, validate, and export assets for Godot, Unity, or raw 2D game workflows.
Showcase · Skills · Install · Prompts · Star History
Agent Sprite Forge is not just a folder of prompts. It is a Codex-first 2D game asset workflow where the agent decides the plan, image generation creates the raw visuals, and deterministic scripts turn those visuals into reusable game assets.
Characters, monsters, props, attacks, spells, projectiles, impacts, idles, walks, and reference-guided variants. Layered maps
Ground-only bases, dressed references, prop packs, transparent props, y-sort placement, collision, zones, and previews. Engine handoff
Godot scenes, editable TileMap layers, separated props, encounter grass, collision bodies, exits, and debug players. Local cleanup
Chroma-key removal, frame extraction, alignment, transparent PNG/GIF export, prop-pack slicing, and QA metadata.
These examples were assembled with Codex using agent-sprite-forge workflows. They are meant to show the full loop: generated assets, structured scene data, and playable prototype wiring.
Summon Survivors — Unity WebGL
Generated map art, hero sheets, summons, evolutions, enemies, bosses, pickups, HUD, FX, level-up choices, and WebGL deployment.
Play build · Build conversation Forest Pass Defense Godot tower-defense map
Forest Pass Defense — Godot Tower Defense
A Godot 4 prototype with map, separated props, tower slots, towers, enemy sheets, boss/flying enemies, waves, HUD, build/upgrade/sell flow, projectiles, and targeting rules.
Editable RPG Map — Godot TileMap
Image-generated tileset and prop sheet wired into editable
TileMapLayer, Sprite2D props, encounter grass Area2D, StaticBody2D collision, exits, metadata, and debug player/camera.
Neon Breach cyberpunk side-scroller
Neon Breach — Cyberpunk Side-Scroller
A playable side-scroller prototype built around generated character, attack, map, and gameplay assets.
Sengoku Era — JavaScript Pokémon-like
A browser-based RPG prototype with generated characters, starter selection, map flow, and battle UI.
Play build Sengoku Era JavaScript RPG battle scene
Starter selection and battle loop
A compact JavaScript game showcase built from sprite, monster, battle, and map assets generated through the skill workflow.
More Godot tower-defense output
Enemy roster, including flyer and boss units Forest Pass Defense tower icons
Tower lineup Forest Pass Defense HUD icons
HUD and gameplay icons
Godot prototype output includes:
scenes/ForestPass.tscnwith base map, separated props, enemy paths, tower slots, and HUD nodes.- Six tower families with generated tower art and upgrade stages.
- Animated enemy sheets for ground units, flying units, and boss encounters.
- Wave, difficulty, tower catalog, collision, route, and tower-slot metadata.
- Runtime build, upgrade, sell, projectile, and targeting behavior connected in Godot.
image_gen map + separated props + tower sheets + enemy animation sheets + HUD icons + Godot gameplay wiring
More Unity survivors-like output
Unity WebGL gameplay: summons, enemies, pickups, HUD, and objective flow Summon Survivors Unity WebGL level-up menu
Level-up choices: summon unlocks, training, stats, and recovery
Unity prototype output includes:
Assets/Survivors/Scenes/SummonSurvivors.unityas the playable scene.SurvivorContentDatabase.assetconnecting generated hero, summon, enemy, pickup, HUD, and FX sprites.- Starter summon selection, survival objective, XP/coin pickups, level-up choices, summon training, and evolution flow.
- Enemy spawning pressure, boss timing, projectile attacks, area damage, health bars, and score tracking.
- WebGL build output under
Builds/WebGLwith Vercel deployment config.
image_gen map + directional hero sheets + summon/evolution sheets + enemy sheets + FX/HUD icons + Unity runtime + WebGL deploy
Use $generate2dsprite when you need animated units, playable characters, monsters, props, spell bundles, projectile/impact FX, or reference-guided variants.
Text to sprite
Attack animation from a plain-language request. Naruto Rasengan sprite animation
Character action
Compact 2D action sheet with transparent export. Fire mage cast animation
Spell cast
Bundle-friendly cast animation. Fire mage projectile animation
Projectile
Matching projectile / impact workflows.
Down Samurai walking left
Left Samurai walking right
Right Samurai walking up
Up
Reference Male character teaching animation
Reference-guided character action
Use $generate2dmap when you need maps instead of isolated sprites. For readable layered raster maps, the current workflow prefers a clean hand-painted HD game-map style: ground-only base first, dressed reference second, prop pack third, then transparent prop extraction and layered preview composition.
Ground-only base Dressed cyberpunk canal reference map
Dressed reference Generated 3x3 cyberpunk canal prop pack
3x3 prop pack
Layered cyberpunk canal RPG map preview
Flattened layered RPG map preview
layered_raster + y_sorted_props + precise_shapes + trigger_zones + raw_canvas
$generate2dmap can also produce an editable Godot map project instead of a single flattened image. This showcase uses an image-generated tileset and 3x3 prop sheet, then wires them into a Godot 4.5 scene.
Generate2DMap Godot editor scene with editable TileMapLayer and nodes
Godot editor scene: editable layers, props, zones, collision, exits, and debug player
Layered map preview Godot meadow debug preview with collision and zones
Collision and zone debug overlay
Image-generated tileset atlas Image-generated 3x3 meadow prop pack
3x3 generated prop pack
Godot output includes editable TileMapLayer nodes, independent Sprite2D props, encounter grass Area2D zones, StaticBody2D collision blockers, exit Area2D zones, and a debug player/camera.
image_gen tileset + prop_pack_3x3 + layered_tilemap + separate_props + trigger_zones + Godot_TileMap
Cyberpunk side-scroller prompt
use $generate2dsprite to create a 2D side-scrolling game similar to Mega Man. It should include attack mechanics, map elements, and all the essential features. I would like you to design it, and all the necessary assets should be created using this skill. It needs to be an actually playable game, with a cyberpunk story setting.
Sengoku Pokémon-like prototype
Link: Play the JavaScript browser build
Use $generate2dsprite to create a 2D game similar to Pokemon. You only need to build one scene for now. It must include a starter monster selection mechanic, a battle screen, and all basic gameplay functions. I would like you to design all the elements and the story, and you can also decide which game engine to use. Use this skill to create any assets you need. The story should be set in the Sengoku period.
| Skill | Use it for | Output |
|---|---|---|
generate2dsprite |
Sprites, animation sheets, props, spell bundles, FX, reference variants, optional layout guides for fixed-frame sheets | Raw sheet, cleaned transparent sheet, frames, GIFs, metadata |
generate2dmap |
Baked maps, layered raster maps, clean HD RPG maps, prop packs, collision/zones, Godot-editable scenes | Base map, dressed reference, prop pack, extracted props, preview, scene metadata |
$generate2dmap only uses $generate2dsprite when the selected map pipeline needs reusable transparent props. Small environmental props can be batched into 2x2, 3x3, or 4x4 prop packs, then extracted into individual transparent props. Simple maps can stay as a single baked image.
When a visual reference is involved, both skills follow the same wrapper rule: make the image visible in the conversation first. Attached images and freshly generated images are already visible; local files should be opened with view_image before asking built-in image generation to preserve identity, style, map layout, or sprite lineage.
- The user asks Codex for a sprite, prop pack, map, or engine-ready prototype.
- The agent chooses the asset type, action, bundle shape, sheet layout, frame count, style, and alignment strategy.
- Built-in image generation creates the raw visual asset.
- Local scripts run deterministic post-processing: chroma-key cleanup, despill, frame extraction, alignment, prop-pack slicing, GIF/PNG export, and validation metadata.
- For maps and prototypes, Codex can also assemble placement metadata, collision, trigger zones, Godot scenes, or Unity project wiring.
The script is not the creative brain. The agent makes the visual and pipeline decisions; the Python tools only perform repeatable pixel and export operations.
- Creatures, characters, players, NPCs, props, and monsters
- Spell casts, projectiles, impacts, explosions, and FX sheets
- Small bundles such as
unit_bundle,spell_bundle, andcombat_bundle - Reference-guided sprite variants, animation sheets, and evolution lines
- Single baked maps, clean HD layered maps, prop-pack maps, and flattened previews
- Collision and zone metadata for playable maps
- Godot-ready editable maps with
TileMapLayer, separate props, encounter grass, collision, exits, and debug player scenes - Prototype-scale Godot and Unity scenes when the user asks Codex to wire assets into an engine project
Clone the repo, install the local processor dependencies, then copy both skills into your Codex skills directory:
git clone https://github.com/0x0funky/agent-sprite-forge.git cd .\agent-sprite-forge python -m pip install -r .\requirements.txt New-Item -ItemType Directory -Force -Path "$env:USERPROFILE\.codex\skills" | Out-Null Copy-Item -Recurse -Force ` ".\skills\*" ` "$env:USERPROFILE\.codex\skills\"
git clone https://github.com/0x0funky/agent-sprite-forge.git cd ./agent-sprite-forge python3 -m pip install -r ./requirements.txt mkdir -p ~/.codex/skills cp -R ./skills/* ~/.codex/skills/
Start a new Codex session after installation so the skills are loaded cleanly.
The local post-processor depends on:
Pillownumpy
They are listed in requirements.txt. Codex handles image generation itself, but these Python packages are still needed for magenta background removal, frame splitting, bounding-box extraction, alignment/rescaling, transparent GIF/PNG export, and prop-pack slicing.
agent-sprite-forge/
README.md
README.zh-TW.md
README.zh-CN.md
README.ja.md
README.ko.md
requirements.txt
src/
skills/
generate2dmap/
SKILL.md
agents/
openai.yaml
references/
layered-map-contract.md
map-strategies.md
prop-pack-contract.md
scripts/
compose_layered_preview.py
extract_prop_pack.py
generate2dsprite/
SKILL.md
agents/
openai.yaml
references/
modes.md
prompt-rules.md
scripts/
generate2dsprite.py
make_layout_guide.py
Use $generate2dsprite to create a 3x3 idle for an ultimate earth titan.
Use $generate2dsprite to create a side-view lightning knight attack animation.
Use $generate2dsprite to create a late-Sengoku player_sheet for a wandering fire swordsman.
Use $generate2dsprite to create a wizard spell bundle with cast, projectile, and impact sprites.
Use $generate2dmap to create a small fixed-screen pixel-art battle arena with simple collision.
Use $generate2dmap to create a top-down RPG forest shrine map. Use a layered raster pipeline, a 3x3 prop pack for small environmental props, precise collision, encounter grass zones, a rest point, and actors that can walk in front of and behind tall props.
Use $generate2dmap to create a Godot-editable RPG map with separated props, encounter grass Area2D zones, collision StaticBody2D blockers, exit zones, and a debug player scene.
For a typical sprite sheet output:
raw-sheet.pngraw-sheet-clean.pngsheet-transparent.png- Frame PNGs
animation.gifprompt-used.txtpipeline-meta.json
For player walk sheets, you also get direction strips and per-direction GIFs.
For a map output, the result depends on the chosen pipeline:
- Single baked map: complete map image, optional prompt file, and optional collision metadata.
- Layered raster map: base map, dressed reference, prop folders or prop-pack extraction manifest, prop placement metadata, collision/zones metadata, and flattened layered preview.
- Godot editable map: tileset/prop assets, scene files, layer metadata, collision/zones, exits, and debug player setup.
- Best results come from prompts that clearly specify view, action, and desired motion style.
- Large creatures often work better as
3x3 idle. - Small spells and projectiles often work better as
1x4,2x2, or2x3. - Layout guides are useful for fixed-frame action sheets and prop packs, but they are not always better for compact attack sheets.
- For commercial projects, prefer original characters or IP that you control.
MIT. See LICENSE.