[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-692":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":14,"openIssues":15,"contributorsCount":16,"subscribersCount":16,"size":16,"stars1d":17,"stars7d":18,"stars30d":19,"stars90d":16,"forks30d":16,"starsTrendScore":20,"compositeScore":21,"rankGlobal":10,"rankLanguage":10,"license":22,"archived":23,"fork":23,"defaultBranch":24,"hasWiki":23,"hasPages":23,"topics":25,"createdAt":10,"pushedAt":10,"updatedAt":30,"readmeContent":31,"aiSummary":32,"trendingCount":16,"starSnapshotCount":16,"syncStatus":15,"lastSyncTime":33,"discoverSource":34},692,"agent-sprite-forge","0x0funky\u002Fagent-sprite-forge","0x0funky","Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts.","",null,"Python",2632,257,4,2,0,39,126,588,117,29.23,"MIT License",false,"main",[26,27,28,29],"agent-skills","codex","pixel-art","sprite-generator","2026-06-12 02:00:17","# Agent Sprite Forge\n\nLanguages: [English](.\u002FREADME.md) | [繁體中文](.\u002FREADME.zh-TW.md) | [简体中文](.\u002FREADME.zh-CN.md) | [日本語](.\u002FREADME.ja.md) | [한국어](.\u002FREADME.ko.md)\n\n\u003Cp align=\"center\">\n  \u003Cimg src=\".\u002Fsrc\u002Fbanner.png\" alt=\"Agent Sprite Forge banner\" width=\"900\" \u002F>\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  \u003Cstrong>Codex skills for game-ready 2D sprites, layered maps, and engine-ready prototypes.\u003C\u002Fstrong>\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  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.\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  \u003Ca href=\"#showcase\">Showcase\u003C\u002Fa> ·\n  \u003Ca href=\"#included-skills\">Skills\u003C\u002Fa> ·\n  \u003Ca href=\"#install\">Install\u003C\u002Fa> ·\n  \u003Ca href=\"#suggested-prompts\">Prompts\u003C\u002Fa> ·\n  \u003Ca href=\"#star-history\">Star History\u003C\u002Fa>\n\u003C\u002Fp>\n\n## What Makes It Different\n\nAgent 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.\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd width=\"25%\">\n      \u003Cstrong>Sprite sheets\u003C\u002Fstrong>\u003Cbr \u002F>\n      Characters, monsters, props, attacks, spells, projectiles, impacts, idles, walks, and reference-guided variants.\n    \u003C\u002Ftd>\n    \u003Ctd width=\"25%\">\n      \u003Cstrong>Layered maps\u003C\u002Fstrong>\u003Cbr \u002F>\n      Ground-only bases, dressed references, prop packs, transparent props, y-sort placement, collision, zones, and previews.\n    \u003C\u002Ftd>\n    \u003Ctd width=\"25%\">\n      \u003Cstrong>Engine handoff\u003C\u002Fstrong>\u003Cbr \u002F>\n      Godot scenes, editable TileMap layers, separated props, encounter grass, collision bodies, exits, and debug players.\n    \u003C\u002Ftd>\n    \u003Ctd width=\"25%\">\n      \u003Cstrong>Local cleanup\u003C\u002Fstrong>\u003Cbr \u002F>\n      Chroma-key removal, frame extraction, alignment, transparent PNG\u002FGIF export, prop-pack slicing, and QA metadata.\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n## Showcase\n\n### Engine-Ready Prototypes\n\nThese 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.\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fsummon-survivors-game-preview1.png\" alt=\"Summon Survivors Unity WebGL gameplay\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Summon Survivors — Unity WebGL\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Generated map art, hero sheets, summons, evolutions, enemies, bosses, pickups, HUD, FX, level-up choices, and WebGL deployment.\n      \u003Cbr \u002F>\n      \u003Ca href=\"https:\u002F\u002Fsummon-survivors.vercel.app\u002F\">Play build\u003C\u002Fa> · \u003Ca href=\"https:\u002F\u002Fdrive.google.com\u002Ffile\u002Fd\u002F1TL7qRX95przTToZILVQ1EFwEXm3flB6t\u002Fview?usp=sharing\">Build conversation\u003C\u002Fa>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fkingdomrush-forest-pass.png\" alt=\"Forest Pass Defense Godot tower-defense map\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Forest Pass Defense — Godot Tower Defense\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      A Godot 4 prototype with map, separated props, tower slots, towers, enemy sheets, boss\u002Fflying enemies, waves, HUD, build\u002Fupgrade\u002Fsell flow, projectiles, and targeting rules.\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgodot-editor.png\" alt=\"Generate2DMap Godot editor scene\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Editable RPG Map — Godot TileMap\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Image-generated tileset and prop sheet wired into editable \u003Ccode>TileMapLayer\u003C\u002Fcode>, \u003Ccode>Sprite2D\u003C\u002Fcode> props, encounter grass \u003Ccode>Area2D\u003C\u002Fcode>, \u003Ccode>StaticBody2D\u003C\u002Fcode> collision, exits, metadata, and debug player\u002Fcamera.\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fneon-breach.png\" alt=\"Neon Breach cyberpunk side-scroller\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Neon Breach — Cyberpunk Side-Scroller\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      A playable side-scroller prototype built around generated character, attack, map, and gameplay assets.\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fpokemonlike2.png\" alt=\"Sengoku Era JavaScript RPG starter selection\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Sengoku Era — JavaScript Pokémon-like\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      A browser-based RPG prototype with generated characters, starter selection, map flow, and battle UI.\n      \u003Cbr \u002F>\n      \u003Ca href=\"https:\u002F\u002Fsengoku-era.vercel.app\u002F\">Play build\u003C\u002Fa>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fpokemonlike.png\" alt=\"Sengoku Era JavaScript RPG battle scene\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Starter selection and battle loop\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      A compact JavaScript game showcase built from sprite, monster, battle, and map assets generated through the skill workflow.\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n\u003Cdetails>\n\u003Csummary>More Godot tower-defense output\u003C\u002Fsummary>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"40%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fkingdomrush-enemy-roster.png\" alt=\"Forest Pass Defense enemy roster\" width=\"320\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Enemy roster, including flyer and boss units\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"30%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fkingdomrush-tower-icons.png\" alt=\"Forest Pass Defense tower icons\" width=\"260\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Tower lineup\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"30%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fkingdomrush-hud-icons.png\" alt=\"Forest Pass Defense HUD icons\" width=\"260\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>HUD and gameplay icons\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\nGodot prototype output includes:\n\n- `scenes\u002FForestPass.tscn` with base map, separated props, enemy paths, tower slots, and HUD nodes.\n- Six tower families with generated tower art and upgrade stages.\n- Animated enemy sheets for ground units, flying units, and boss encounters.\n- Wave, difficulty, tower catalog, collision, route, and tower-slot metadata.\n- Runtime build, upgrade, sell, projectile, and targeting behavior connected in Godot.\n\n```text\nimage_gen map + separated props + tower sheets + enemy animation sheets + HUD icons + Godot gameplay wiring\n```\n\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>More Unity survivors-like output\u003C\u002Fsummary>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fsummon-survivors-game-preview1.png\" alt=\"Summon Survivors Unity WebGL gameplay with summons, enemies, pickups, HUD, and objective\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Unity WebGL gameplay: summons, enemies, pickups, HUD, and objective flow\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fsummon-survivors-game-preview2-levelup.png\" alt=\"Summon Survivors Unity WebGL level-up menu\" width=\"420\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Level-up choices: summon unlocks, training, stats, and recovery\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\nUnity prototype output includes:\n\n- `Assets\u002FSurvivors\u002FScenes\u002FSummonSurvivors.unity` as the playable scene.\n- `SurvivorContentDatabase.asset` connecting generated hero, summon, enemy, pickup, HUD, and FX sprites.\n- Starter summon selection, survival objective, XP\u002Fcoin pickups, level-up choices, summon training, and evolution flow.\n- Enemy spawning pressure, boss timing, projectile attacks, area damage, health bars, and score tracking.\n- WebGL build output under `Builds\u002FWebGL` with Vercel deployment config.\n\n```text\nimage_gen map + directional hero sheets + summon\u002Fevolution sheets + enemy sheets + FX\u002FHUD icons + Unity runtime + WebGL deploy\n```\n\n\u003C\u002Fdetails>\n\n### Sprite Sheets And FX\n\nUse `$generate2dsprite` when you need animated units, playable characters, monsters, props, spell bundles, projectile\u002Fimpact FX, or reference-guided variants.\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgoku-kame.gif\" alt=\"Goku Kamehameha sprite animation\" width=\"170\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Text to sprite\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Attack animation from a plain-language request.\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fnaruto-rasengan.gif\" alt=\"Naruto Rasengan sprite animation\" width=\"170\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Character action\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Compact 2D action sheet with transparent export.\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcast.gif\" alt=\"Fire mage cast animation\" width=\"150\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Spell cast\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Bundle-friendly cast animation.\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fprojectile.gif\" alt=\"Fire mage projectile animation\" width=\"150\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Projectile\u003C\u002Fstrong>\n      \u003Cbr \u002F>\n      Matching projectile \u002F impact workflows.\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fdown.gif\" alt=\"Samurai walking down\" width=\"132\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Down\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fleft.gif\" alt=\"Samurai walking left\" width=\"132\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Left\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fright.gif\" alt=\"Samurai walking right\" width=\"132\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Right\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"25%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fup.gif\" alt=\"Samurai walking up\" width=\"132\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Up\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"35%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fref1.jpg\" alt=\"Reference crocodile\" width=\"160\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Reference\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"65%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcroc_stone_play.gif\" alt=\"Crocodile playing with a stone\" width=\"220\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Reference-guided sprite animation\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"35%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fref2.jpg\" alt=\"Reference male character\" width=\"160\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Reference\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"65%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcz.gif\" alt=\"Male character teaching animation\" width=\"220\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Reference-guided character action\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n### Layered RPG Map Pipeline\n\nUse `$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.\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"33%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcyber-canal-base.png\" alt=\"Ground-only cyberpunk canal RPG base map\" width=\"300\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Ground-only base\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"33%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcyber-canal-dressed-reference.png\" alt=\"Dressed cyberpunk canal reference map\" width=\"300\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Dressed reference\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"33%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fcyber-canal-prop-pack.png\" alt=\"Generated 3x3 cyberpunk canal prop pack\" width=\"300\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>3x3 prop pack\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n\u003Cp align=\"center\">\n  \u003Cimg src=\".\u002Fsrc\u002Fcyber-canal-layered-preview.png\" alt=\"Layered cyberpunk canal RPG map preview\" width=\"760\" \u002F>\n  \u003Cbr \u002F>\n  \u003Cstrong>Flattened layered RPG map preview\u003C\u002Fstrong>\n\u003C\u002Fp>\n\n```text\nlayered_raster + y_sorted_props + precise_shapes + trigger_zones + raw_canvas\n```\n\n### Godot Editable TileMap Export\n\n`$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.\n\n\u003Cp align=\"center\">\n  \u003Cimg src=\".\u002Fsrc\u002Fgodot-editor.png\" alt=\"Generate2DMap Godot editor scene with editable TileMapLayer and nodes\" width=\"860\" \u002F>\n  \u003Cbr \u002F>\n  \u003Cstrong>Godot editor scene: editable layers, props, zones, collision, exits, and debug player\u003C\u002Fstrong>\n\u003C\u002Fp>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgodot-meadow-layered-preview.png\" alt=\"Godot meadow layered RPG map preview\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Layered map preview\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgodot-meadow-debug-preview.png\" alt=\"Godot meadow debug preview with collision and zones\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Collision and zone debug overlay\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgodot-meadow-tileset.png\" alt=\"Image-generated Godot meadow tileset atlas\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Image-generated tileset atlas\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fgodot-meadow-prop-pack.png\" alt=\"Image-generated 3x3 meadow prop pack\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>3x3 generated prop pack\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\nGodot output includes editable `TileMapLayer` nodes, independent `Sprite2D` props, encounter grass `Area2D` zones, `StaticBody2D` collision blockers, exit `Area2D` zones, and a debug player\u002Fcamera.\n\n```text\nimage_gen tileset + prop_pack_3x3 + layered_tilemap + separate_props + trigger_zones + Godot_TileMap\n```\n\n### Playable Game Prompt Examples\n\n\u003Cdetails>\n\u003Csummary>Cyberpunk side-scroller prompt\u003C\u002Fsummary>\n\n```text\nuse $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.\n```\n\n\u003C\u002Fdetails>\n\n\u003Cdetails>\n\u003Csummary>Sengoku Pokémon-like prototype\u003C\u002Fsummary>\n\nLink: \u003Ca href=\"https:\u002F\u002Fsengoku-era.vercel.app\u002F\">Play the JavaScript browser build\u003C\u002Fa>\n\n\u003Ctable>\n  \u003Ctr>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fpokemonlike2.png\" alt=\"Sengoku starter selection screen\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Starter selection\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n    \u003Ctd align=\"center\" width=\"50%\">\n      \u003Cimg src=\".\u002Fsrc\u002Fpokemonlike.png\" alt=\"Sengoku battle screen\" width=\"360\" \u002F>\n      \u003Cbr \u002F>\n      \u003Cstrong>Battle scene\u003C\u002Fstrong>\n    \u003C\u002Ftd>\n  \u003C\u002Ftr>\n\u003C\u002Ftable>\n\n```text\nUse $generate2dsprite to create a 2D game similar to Pokemon. You only need to build one scene for now. It must include a starter monster selection mechanic, a battle screen, and all basic gameplay functions. I would like you to design all the elements and the story, and you can also decide which game engine to use. Use this skill to create any assets you need. The story should be set in the Sengoku period.\n```\n\n\u003C\u002Fdetails>\n\n## Included Skills\n\n| Skill | Use it for | Output |\n| --- | --- | --- |\n| [`generate2dsprite`](.\u002Fskills\u002Fgenerate2dsprite) | Sprites, animation sheets, props, spell bundles, FX, reference variants, optional layout guides for fixed-frame sheets | Raw sheet, cleaned transparent sheet, frames, GIFs, metadata |\n| [`generate2dmap`](.\u002Fskills\u002Fgenerate2dmap) | Baked maps, layered raster maps, clean HD RPG maps, prop packs, collision\u002Fzones, Godot-editable scenes | Base map, dressed reference, prop pack, extracted props, preview, scene metadata |\n\n`$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.\n\nWhen 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.\n\n## How It Works\n\n1. The user asks Codex for a sprite, prop pack, map, or engine-ready prototype.\n2. The agent chooses the asset type, action, bundle shape, sheet layout, frame count, style, and alignment strategy.\n3. Built-in image generation creates the raw visual asset.\n4. Local scripts run deterministic post-processing: chroma-key cleanup, despill, frame extraction, alignment, prop-pack slicing, GIF\u002FPNG export, and validation metadata.\n5. For maps and prototypes, Codex can also assemble placement metadata, collision, trigger zones, Godot scenes, or Unity project wiring.\n\nThe script is not the creative brain. The agent makes the visual and pipeline decisions; the Python tools only perform repeatable pixel and export operations.\n\n## What It Can Generate\n\n- Creatures, characters, players, NPCs, props, and monsters\n- Spell casts, projectiles, impacts, explosions, and FX sheets\n- Small bundles such as `unit_bundle`, `spell_bundle`, and `combat_bundle`\n- Reference-guided sprite variants, animation sheets, and evolution lines\n- Single baked maps, clean HD layered maps, prop-pack maps, and flattened previews\n- Collision and zone metadata for playable maps\n- Godot-ready editable maps with `TileMapLayer`, separate props, encounter grass, collision, exits, and debug player scenes\n- Prototype-scale Godot and Unity scenes when the user asks Codex to wire assets into an engine project\n\n## Install\n\n### Option 1: Windows PowerShell\n\nClone the repo, install the local processor dependencies, then copy both skills into your Codex skills directory:\n\n```powershell\ngit clone https:\u002F\u002Fgithub.com\u002F0x0funky\u002Fagent-sprite-forge.git\ncd .\\agent-sprite-forge\npython -m pip install -r .\\requirements.txt\nNew-Item -ItemType Directory -Force -Path \"$env:USERPROFILE\\.codex\\skills\" | Out-Null\nCopy-Item -Recurse -Force `\n  \".\\skills\\*\" `\n  \"$env:USERPROFILE\\.codex\\skills\\\"\n```\n\n### Option 2: macOS \u002F Linux\n\n```bash\ngit clone https:\u002F\u002Fgithub.com\u002F0x0funky\u002Fagent-sprite-forge.git\ncd .\u002Fagent-sprite-forge\npython3 -m pip install -r .\u002Frequirements.txt\nmkdir -p ~\u002F.codex\u002Fskills\ncp -R .\u002Fskills\u002F* ~\u002F.codex\u002Fskills\u002F\n```\n\nStart a new Codex session after installation so the skills are loaded cleanly.\n\n## Python Requirements\n\nThe local post-processor depends on:\n\n- `Pillow`\n- `numpy`\n\nThey are listed in [`requirements.txt`](.\u002Frequirements.txt). Codex handles image generation itself, but these Python packages are still needed for magenta background removal, frame splitting, bounding-box extraction, alignment\u002Frescaling, transparent GIF\u002FPNG export, and prop-pack slicing.\n\n## Repository Layout\n\n```text\nagent-sprite-forge\u002F\n  README.md\n  README.zh-TW.md\n  README.zh-CN.md\n  README.ja.md\n  README.ko.md\n  requirements.txt\n  src\u002F\n  skills\u002F\n    generate2dmap\u002F\n      SKILL.md\n      agents\u002F\n        openai.yaml\n      references\u002F\n        layered-map-contract.md\n        map-strategies.md\n        prop-pack-contract.md\n      scripts\u002F\n        compose_layered_preview.py\n        extract_prop_pack.py\n    generate2dsprite\u002F\n      SKILL.md\n      agents\u002F\n        openai.yaml\n      references\u002F\n        modes.md\n        prompt-rules.md\n      scripts\u002F\n        generate2dsprite.py\n        make_layout_guide.py\n```\n\n## Suggested Prompts\n\n### Sprite\n\n```text\nUse $generate2dsprite to create a 3x3 idle for an ultimate earth titan.\n```\n\n```text\nUse $generate2dsprite to create a side-view lightning knight attack animation.\n```\n\n```text\nUse $generate2dsprite to create a late-Sengoku player_sheet for a wandering fire swordsman.\n```\n\n```text\nUse $generate2dsprite to create a wizard spell bundle with cast, projectile, and impact sprites.\n```\n\n### Map\n\n```text\nUse $generate2dmap to create a small fixed-screen pixel-art battle arena with simple collision.\n```\n\n```text\nUse $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.\n```\n\n```text\nUse $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.\n```\n\n## What You Get\n\nFor a typical sprite sheet output:\n\n- `raw-sheet.png`\n- `raw-sheet-clean.png`\n- `sheet-transparent.png`\n- Frame PNGs\n- `animation.gif`\n- `prompt-used.txt`\n- `pipeline-meta.json`\n\nFor player walk sheets, you also get direction strips and per-direction GIFs.\n\nFor a map output, the result depends on the chosen pipeline:\n\n- Single baked map: complete map image, optional prompt file, and optional collision metadata.\n- Layered raster map: base map, dressed reference, prop folders or prop-pack extraction manifest, prop placement metadata, collision\u002Fzones metadata, and flattened layered preview.\n- Godot editable map: tileset\u002Fprop assets, scene files, layer metadata, collision\u002Fzones, exits, and debug player setup.\n\n## Notes\n\n- Best results come from prompts that clearly specify view, action, and desired motion style.\n- Large creatures often work better as `3x3 idle`.\n- Small spells and projectiles often work better as `1x4`, `2x2`, or `2x3`.\n- Layout guides are useful for fixed-frame action sheets and prop packs, but they are not always better for compact attack sheets.\n- For commercial projects, prefer original characters or IP that you control.\n\n## Star History\n\n\u003Ca href=\"https:\u002F\u002Fwww.star-history.com\u002F?repos=0x0funky%2Fagent-sprite-forge&type=date&legend=top-left\">\n \u003Cpicture>\n   \u003Csource media=\"(prefers-color-scheme: dark)\" srcset=\"https:\u002F\u002Fapi.star-history.com\u002Fchart?repos=0x0funky\u002Fagent-sprite-forge&type=date&theme=dark&legend=top-left\" \u002F>\n   \u003Csource media=\"(prefers-color-scheme: light)\" srcset=\"https:\u002F\u002Fapi.star-history.com\u002Fchart?repos=0x0funky\u002Fagent-sprite-forge&type=date&legend=top-left\" \u002F>\n   \u003Cimg alt=\"Star History Chart\" src=\"https:\u002F\u002Fapi.star-history.com\u002Fchart?repos=0x0funky\u002Fagent-sprite-forge&type=date&legend=top-left\" \u002F>\n \u003C\u002Fpicture>\n\u003C\u002Fa>\n\n## License\n\nMIT. See [LICENSE](.\u002FLICENSE).\n","Agent Sprite Forge 是一个用于生成2D精灵图、地图和动画GIF的工具。它利用自然语言输入，通过Codex规划资产流水线并渲染图像，然后本地处理器负责清理、分割、验证和导出适用于Godot、Unity或原始2D游戏工作流的资源。项目的核心功能包括创建角色、怪物等元素的精灵图，制作分层地图，以及为游戏引擎准备原型。此外，它还能处理透明PNG\u002FGIF导出、道具包切割及质量保证元数据生成等工作。此工具非常适合需要快速生成高质量2D游戏素材的游戏开发者使用。","2026-06-11 02:38:39","CREATED_QUERY"]