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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 星数
4,892
(GitHub 星数,统计于 2026-11-03)
许可证
MIT
最近提交
2026/10/06
作者
0x0funky

信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。

安装

告诉你的 AI

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

这是工具安装(MCP 服务器、脚手架或套件),不是独立的 skill。以下步骤来自作者的 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).

命令照搬项目 README。在本机运行前,请先看一眼仓库。

包含内容

  • 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

适合

  • 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

不适合

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

试试这条提示词

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

关于这个 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.

环境要求

  • 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

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