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SKILL verified MIT Self-run

Generate2dsprite

skill-jay6697117-agent-sprite-forge-codex-skill-generate2dsprite · by jay6697117

Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art style, call built-in `image_gen` for solid-magenta raw sheets, and use the local…

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Install

$ agentstack add skill-jay6697117-agent-sprite-forge-codex-skill-generate2dsprite

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Generate2dsprite

Use this skill for self-contained 2D sprite or animation assets.

If the user wants a whole playable content pack, map, story, slideshow, or pack assembly, use generate2dgamepack.

Parameters

Infer these from the user request:

  • asset_type: player | npc | creature | character | spell | projectile | impact | prop | summon | fx
  • action: single | idle | cast | attack | hurt | combat | walk | run | hover | charge | projectile | impact | explode | death
  • view: topdown | side | 3/4
  • sheet: auto | 1x4 | 2x2 | 2x3 | 3x3 | 4x4
  • frames: auto or explicit count
  • bundle: single_asset | unit_bundle | spell_bundle | combat_bundle | line_bundle
  • effect_policy: all | largest
  • anchor: center | bottom | feet
  • margin: tight | normal | safe
  • art_style: pixelart | cleanhd | pixelinspired | retropixel | map_style | project-native
  • reference: none | attached_image | generated_image | local_file
  • prompt: the user's theme or visual direction
  • role: only when the asset is clearly an NPC role
  • name: optional output slug

Read [references/modes.md](references/modes.md) when the request is ambiguous.

Agent Rules

  • Decide the asset plan yourself. Do not force the user to spell out sheet size, frame count, or bundle structure when the request already implies them.
  • Write the art prompt yourself. Do not default to the prompt-builder script.
  • Use built-in image_gen for every raw image.
  • When the user provides or implies a visual reference, use built-in image edit/reference semantics only after the reference image is visible in the conversation context. If the reference is a local file, call view_image first; do not rely on a filesystem path in the prompt as the visual reference.
  • Do not force pixel art when the asset is a map prop for $generate2dmap or when the user/project requests a different style. Match the map or reference style first.
  • Use the script only as a deterministic processor: magenta cleanup, frame splitting, component filtering, scaling, alignment, QC metadata, transparent sheet export, and GIF export.
  • Do not use scripts to generate the creative image prompt. If a legacy prompt-builder command exists, treat it as historical compatibility only, not the normal skill workflow.
  • Treat script flags as execution primitives chosen by the agent, not user-facing hardcoded workflow.
  • If a generated sheet touches cell edges, drifts in scale, or breaks a projectile / impact loop, either reprocess with better primitive settings or regenerate the raw sheet.
  • Keep the solid #FF00FF background rule unless the user explicitly wants a different processing workflow.

Workflow

1. Infer the asset plan

Pick the smallest useful output.

Examples:

  • controllable hero with four directions -> player + player_sheet
  • healer overworld NPC -> npc + single_asset or unit_bundle
  • large boss idle loop -> creature + idle + 3x3
  • wizard throwing a magic orb -> spell_bundle
  • caster cast sheet
  • projectile loop
  • impact burst
  • monster line request -> line_bundle
  • plan 1-3 forms
  • per form, make the sheets the request actually needs

2. Write the prompt manually

Use [references/prompt-rules.md](references/prompt-rules.md).

Choose art_style before writing the prompt:

  • Use pixel_art or retro_pixel for classic sprites, 16-bit RPG actors, and requests that explicitly ask for pixel art.
  • Use clean_hd for map props or assets intended to match clean hand-painted HD maps.
  • Use pixel_inspired only when the user wants a pixel-adjacent look without retro chunkiness.
  • Use map_style or project-native when an existing map, game, or reference should define the style.

If a reference is involved:

  • Make the reference visible first. For local paths, use view_image; for freshly generated references, rely on the image already shown in context.
  • State the reference role explicitly: preserve identity/style, create an animation sheet for the same subject, create an evolution/variant, or derive a matching prop/FX.
  • Preserve the stable identity markers from the reference: silhouette, palette, face/eye features, costume marks, major accessories, and material language.
  • Let only the requested action or evolution change. Do not redesign the subject unless the user asks.
  • Still require exact sheet shape, solid magenta background, frame containment, and same scale across frames.

Keep the strict parts:

  • solid #FF00FF background
  • exact sheet shape
  • same character or asset identity across frames
  • same bounding box and pixel scale across frames
  • explicit containment: nothing may cross cell edges

3. Generate the raw image

Use built-in image_gen.

After generation:

  • find the raw PNG under $CODEX_HOME/generated_images/...
  • copy or reference it from the working output folder
  • keep the original generated image in place

4. Postprocess locally

Run scripts/generate2dsprite.py process on the raw image.

The processor is intentionally low-level. The agent chooses:

  • rows / cols
  • fit_scale
  • align
  • shared_scale
  • component_mode
  • component_padding
  • edge_touch rejection strategy

Use the processor to gather QC metadata, not to make aesthetic decisions for you.

5. QC the result

Check:

  • did any frame touch the cell edge
  • did any frame resize differently than intended
  • did detached effects become noise
  • does the sheet still read as one coherent animation

If not, rerun with different processor settings or regenerate the raw sheet.

6. Return the right bundle

For a single sheet, expect:

  • raw-sheet.png
  • raw-sheet-clean.png
  • sheet-transparent.png
  • frame PNGs
  • animation.gif
  • prompt-used.txt
  • pipeline-meta.json

For player_sheet, expect:

  • transparent 4x4 sheet
  • 16 frame PNGs
  • direction strips
  • 4 direction GIFs

For spell_bundle or unit_bundle, create one folder per asset in the bundle.

Defaults

  • idle
  • small or medium actor -> 2x2
  • large creature or boss -> 3x3
  • cast -> prefer 2x3
  • projectile -> prefer 1x4
  • impact / explode -> prefer 2x2
  • walk
  • topdown actor -> 4x4 for four-direction walk
  • side-view asset -> 2x2
  • use shared_scale by default for any multi-frame asset where frame-to-frame consistency matters
  • use largest component mode when detached sparkles or edge debris make the main body unstable

Resources

  • references/modes.md: asset, action, bundle, and sheet selection
  • references/prompt-rules.md: manual prompt patterns and containment rules
  • scripts/generate2dsprite.py: postprocess primitive for cleanup, extraction, alignment, QC, and GIF export

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.