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Agent Sprite Forge

/generate2dsprite

Five agent skills that turn one approved character still into a game-ready sprite set: one image-to-video clip per action, then deterministic Python tools key, register, loop, retime, palette-lock and export it for Godot, Aseprite and the web. Also maps, tiles and code-drawn art.

GitHub stars
4,892
(GitHub stars as of 2026-11-03)
License
MIT
Last commit
2026/10/06
By
0x0funky

Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.

Install

Tell your AI

Install the skill from https://gameskill.dev/skills/agent-sprite-forge/install.md

This is a tool setup (MCP server, scaffold or kit), not a standalone skill. Steps from the author's README:

Claude Code (plugin)
claude plugin marketplace add 0x0funky/agent-sprite-forge --sparse .claude-plugin skills
claude plugin install agent-sprite-forge@agent-sprite-forge
python -m pip install "numpy>=1.26" "Pillow>=10.1" "scipy>=1.11"

The author's install. Video needs ffmpeg 5.1+ on PATH. Codex and Grok: clone the repo and run python tools/install_skills.py --apply --host codex (or grok).

Commands are copied from the project's README. Check the repository before running anything on your machine.

What you get

  • generate2dsprite: master still, sprite sheets, keying, palette, QA and engine export
  • video2dsprite: one clip per action, soft-matte keying, registration, measured loops, one-shot retiming
  • generate2dmap, codeart2d and generate2dmedia: maps and tiles, code-drawn art, and the route and spend layer
  • Exports: animation.json with a PNG atlas, VP9-alpha WebM, Godot SpriteFrames and Sprite3D, Aseprite JSON, Tiled and LDtk maps

Good fit

  • A full animated character set (idle, walk, run, attack, jump, hurt) from one approved still
  • Cleaning up and packaging frames from a video clip you already have

Not for

  • Working fully offline with no model: only code-drawn art (codeart2d) and processing your own clips run without one

Try this prompt

Prompt
From this approved knight still, make idle, walk, attack and hurt animations, pixel finish at 64 px, and export Godot SpriteFrames.

About this skill

Agent Sprite Forge is a set of five skills built around one idea: approve a single master still of a character, then make one image-to-video clip per action from it and let deterministic tools turn every clip into game-ready frames. Each take is gated (area, feet, identity, zoom, turning, background, motion, end pose), keyed with a soft matte, registered to one body scale, looped by measurement or retimed to game speed, and exported with an HD or pixel finish.

The author measured the 0.4 pipeline on live runs: a pixel run cycle went from 594–709 colours per frame to 16–19 with binary alpha, the keyer's purple fringe dropped to zero, and an attack clip was retimed from 4.1 s of slow motion to 0.7 s with the hit at 292 ms.

Case: martial-arts moves from a video model, cut into combos

One way to use this kind of pipeline for a fighting game, as shown in a post by @jinhuaachen: a video model plays the martial artist, an image model draws the character still, and a coding agent wires the moves into a playable game, with no motion capture and no 3D skeleton. The post used Kling 4.0, which is a paid service. In GameSkill's words, the steps that make it work:

  1. One still, one clip per move. Approve the fighter's still first, then generate each move (jab, kick, sweep, special) as its own short clip from that still, with the same framing and facing every time.
  2. Retime every one-shot. Video models play a quick strike as slow motion. Cut the frozen holds, pin the hit frame, and aim for game-speed moves of a few hundred milliseconds (retime --auto-oneshot in video2dsprite does this).
  3. Mark three windows per move. Startup, active (the hit frames) and recovery. A combo is a rule that a move may be cancelled into the next one during the active or early recovery frames.
  4. One scale, one ground line. Register every clip to the same body scale and foot line, or the fighter shrinks and floats between moves.
  5. Check it in motion. Play the combo chain in the engine at real speed before polishing any single frame.

Any image-to-video model can stand in for Kling; the clip processing is the same.

Requirements

  • Python 3.10+ with numpy, Pillow and scipy; ffmpeg 5.1+ for video
  • For new characters and animation: an image and an image-to-video model, either a paid API key (OpenAI, Gemini, xAI, BytePlus, fal.ai) or your signed-in Codex or Grok CLI

Topics

FAQ

Works well with

Skills the author points to as related or as the better fit for neighbouring tasks.

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