Agent Sprite Forge — 2D Game Asset Generation
Skill by ara.so — AI Agent Skills collection.
Agent Sprite Forge 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. This skill enables AI agents to generate sprite sheets, layered maps, transparent PNGs, animated GIFs, and engine-ready exports for Godot and Unity.
What It Does
- Sprite Sheets: 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
Installation
# Clone the repository
git clone https://github.com/0x0funky/agent-sprite-forge.git
cd agent-sprite-forge
# Install dependencies
pip install -r requirements.txt
# Set up environment variables
export OPENAI_API_KEY="your-api-key-here"
# or create .env file
echo "OPENAI_API_KEY=your-api-key-here" > .env
Requirements
- Python 3.8+
- PIL/Pillow for image processing
- OpenAI API access (for image generation)
- Optional: Godot 4.x or Unity for engine exports
Core Skills
1. Generate 2D Sprite Sheets ($generate2dsprite)
Use this skill when you need animated units, playable characters, monsters, props, spell bundles, or projectile/impact effects.
Basic sprite generation:
from agent_sprite_forge import SpriteGenerator
# Initialize generator
sprite_gen = SpriteGenerator()
# Generate character sprite sheet
result = sprite_gen.generate(
prompt="samurai warrior walking animation, 4 directions, pixel art style",
frames=4,
directions=["down", "left", "right", "up"],
output_dir="./output/sprites"
)
# Result includes:
# - sprite_sheet.png (full sheet)
# - frames/ (individual PNG frames)
# - animations/ (GIF animations per direction)
# - metadata.json (frame info, dimensions, cleanup settings)
Attack and spell animations:
# Generate spell cast animation
spell_result = sprite_gen.generate(
prompt="fire mage casting fireball spell, side view, 6 frames",
frames=6,
animation_type="cast",
include_projectile=True,
output_dir="./output/spells/fireball"
)
# Generates:
# - cast_animation.gif
# - projectile_animation.gif
# - impact_animation.gif (if include_impact=True)
# - transparent PNG frames for each
Reference-guided variants:
# Generate sprite based on reference image
ref_result = sprite_gen.generate_from_reference(
reference_image="./refs/crocodile.jpg",
prompt="crocodile playing with a stone, 8 frame loop animation",
frames=8,
preserve_style=True,
output_dir="./output/croc_animation"
)
2. Generate 2D Maps ($generate2dmap)
Use this skill for layered RPG maps with ground, props, collision, and engine-ready exports.
Basic layered map generation:
from agent_sprite_forge import MapGenerator
map_gen = MapGenerator()
# Generate layered map with prop extraction
map_result = map_gen.generate_layered_map(
prompt="cyberpunk canal district, neon signs, bridges, water",
style="hand-painted HD game map",
include_props=True,
output_dir="./output/maps/cyber_canal"
)
# Generates:
# - ground_base.png (clean ground layer)
# - dressed_reference.png (fully decorated reference)
# - prop_pack_3x3.png (extracted props grid)
# - props/ (individual transparent prop PNGs)
# - layered_preview.png (flattened preview)
# - metadata.json (layer info, prop positions)
Godot TileMap export:
# Generate Godot-ready map project
godot_map = map_gen.generate_godot_map(
prompt="forest village with paths, houses, trees, pond",
tileset_size=16, # 16x16 tiles
map_size=(40, 30), # tiles
include_collision=True,
include_zones=True, # encounter grass, exits
output_dir="./output/godot_maps/forest_village"
)
# Generates:
# - tileset.png (autotile-ready)
# - prop_sheet_3x3.png
# - scenes/ForestVillage.tscn (editable scene)
# - resources/tileset.tres
# - resources/prop_atlas.tres
# - scripts/debug_player.gd
# - collision and area metadata
3. Post-Processing and Cleanup
Chroma-key background removal:
from agent_sprite_forge.processors import BackgroundRemover
remover = BackgroundRemover()
# Remove background and export transparent PNG
clean_sprite = remover.remove_background(
input_path="./raw/sprite_sheet.png",
chroma_color="#00FF00", # green screen
tolerance=30,
output_path="./output/sprite_sheet_clean.png"
)
Frame extraction and GIF export:
from agent_sprite_forge.processors import FrameExtractor, GIFExporter
# Extract frames from sprite sheet
extractor = FrameExtractor()
frames = extractor.extract_frames(
sprite_sheet="./output/sprite_sheet_clean.png",
frame_width=64,
frame_height=64,
output_dir="./output/frames"
)
# Create animated GIF
gif_exporter = GIFExporter()
gif_exporter.create_animation(
frames_dir="./output/frames",
output_path="./output/animation.gif",
frame_duration=100, # milliseconds
loop=0 # infinite loop
)
Prop pack slicing:
from agent_sprite_forge.processors import PropPackSlicer
slicer = PropPackSlicer()
# Slice 3x3 prop pack into individual props
props = slicer.slice_prop_pack(
prop_pack="./output/maps/cyber_canal/prop_pack_3x3.png",
grid_size=(3, 3),
output_dir="./output/maps/cyber_canal/props",
remove_background=True,
chroma_color="#FFFFFF"
)
# Returns list of prop files with bounding box metadata
Configuration
Create a config.yaml file to set defaults:
# Image generation settings
image_generation:
model: "dall-e-3"
size: "1024x1024"
quality: "hd"
style: "natural" # or "vivid"
# Sprite settings
sprites:
default_frame_count: 4
default_frame_size: [64, 64]
background_color: "#00FF00" # chroma key
export_formats: ["png", "gif"]
# Map settings
maps:
default_tile_size: 16
prop_pack_grid: [3, 3]
layer_order: ["ground", "props", "collision", "zones"]
# Processing
processing:
chroma_tolerance: 30
gif_frame_duration: 100
png_compression: 9
# Engine exports
godot:
version: "4.5"
tilemap_layer_enabled: true
include_debug_player: true
unity:
version: "2022.3"
sprite_pixels_per_unit: 16
include_prefabs: true
Load config in Python:
from agent_sprite_forge import load_config
config = load_config("config.yaml")
sprite_gen = SpriteGenerator(config=config)
Common Patterns
Full Character Asset Pipeline
from agent_sprite_forge import SpriteGenerator, BackgroundRemover, FrameExtractor, GIFExporter
def create_character_assets(character_name, prompt_base):
"""Generate complete character asset set"""
sprite_gen = SpriteGenerator()
# 1. Generate directional walk animations
walk_result = sprite_gen.generate(
prompt=f"{prompt_base}, walking animation, 4 directions",
frames=4,
directions=["down", "left", "right", "up"],
output_dir=f"./output/characters/{character_name}/walk"
)
# 2. Generate attack animation
attack_result = sprite_gen.generate(
prompt=f"{prompt_base}, sword attack, side view",
frames=6,
animation_type="attack",
output_dir=f"./output/characters/{character_name}/attack"
)
# 3. Generate idle animation
idle_result = sprite_gen.generate(
prompt=f"{prompt_base}, idle breathing animation",
frames=2,
animation_type="idle",
output_dir=f"./output/characters/{character_name}/idle"
)
return {
"walk": walk_result,
"attack": attack_result,
"idle": idle_result
}
# Usage
samurai_assets = create_character_assets(
"samurai_warrior",
"pixel art samurai in blue armor"
)
RPG Map with Godot Export
from agent_sprite_forge import MapGenerator
def create_rpg_zone(zone_name, description):
"""Generate RPG map zone with Godot export"""
map_gen = MapGenerator()
# Generate layered map
map_result = map_gen.generate_godot_map(
prompt=description,
tileset_size=16,
map_size=(40, 30),
include_collision=True,
include_zones=True,
zone_types=["encounter_grass", "exit", "trigger"],
output_dir=f"./output/maps/{zone_name}"
)
# Add custom metadata
map_result.add_metadata({
"zone_name": zone_name,
"encounters": ["slime", "bat", "wolf"],
"exits": [
{"name": "north_exit", "to": "zone_02"},
{"name": "south_exit", "to": "zone_00"}
]
})
return map_result
# Usage
forest_zone = create_rpg_zone(
"forest_01",
"dense forest with winding path, old shrine, mushroom clusters"
)
Spell Bundle Generation
def create_spell_bundle(spell_name, element, color_scheme):
"""Generate complete spell asset bundle"""
sprite_gen = SpriteGenerator()
spell_dir = f"./output/spells/{spell_name}"
# Cast animation
cast = sprite_gen.generate(
prompt=f"mage casting {element} spell, {color_scheme} colors, side view",
frames=6,
output_dir=f"{spell_dir}/cast"
)
# Projectile
projectile = sprite_gen.generate(
prompt=f"{element} projectile, {color_scheme}, spinning animation",
frames=4,
animation_type="projectile",
output_dir=f"{spell_dir}/projectile"
)
# Impact
impact = sprite_gen.generate(
prompt=f"{element} explosion impact, {color_scheme}, burst effect",
frames=8,
animation_type="impact",
output_dir=f"{spell_dir}/impact"
)
return {
"cast": cast,
"projectile": projectile,
"impact": impact
}
# Usage
fireball = create_spell_bundle("fireball", "fire", "red and orange")
ice_lance = create_spell_bundle("ice_lance", "ice", "blue and white")
Unity Survivors-like Setup
from agent_sprite_forge import SpriteGenerator, UnityExporter
def setup_survivors_game(game_name):
"""Generate assets for survivors-like game"""
sprite_gen = SpriteGenerator()
unity_export = UnityExporter()
base_dir = f"./output/unity_projects/{game_name}"
# Hero sheets (4 directions)
hero = sprite_gen.generate(
prompt="anime hero character, walking animation, 4 directions",
frames=4,
directions=["down", "left", "right", "up"],
output_dir=f"{base_dir}/Assets/Heroes/Hero01"
)
# Summon/minion sheets
summons = []
for i, summon_type in enumerate(["wolf", "eagle", "bear"]):
summon = sprite_gen.generate(
prompt=f"spirit {summon_type} companion, idle and attack",
frames=6,
output_dir=f"{base_dir}/Assets/Summons/{summon_type}"
)
summons.append(summon)
# Enemy sheets
enemies = []
for enemy_type in ["slime", "skeleton", "demon"]:
enemy = sprite_gen.generate(
prompt=f"{enemy_type} enemy, walk and attack animation",
frames=4,
output_dir=f"{base_dir}/Assets/Enemies/{enemy_type}"
)
enemies.append(enemy)
# Export Unity-ready structure
unity_export.export_project(
assets={
"hero": hero,
"summons": summons,
"enemies": enemies
},
output_dir=base_dir,
include_prefabs=True,
include_animator_controllers=True
)
return base_dir
# Usage
game_path = setup_survivors_game("SummonSurvivors")
API Reference
SpriteGenerator
class SpriteGenerator:
def generate(
self,
prompt: str,
frames: int = 4,
directions: list = None,
animation_type: str = "walk",
include_projectile: bool = False,
include_impact: bool = False,
output_dir: str = "./output"
) -> SpriteResult
def generate_from_reference(
self,
reference_image: str,
prompt: str,
frames: int,
preserve_style: bool = True,
output_dir: str = "./output"
) -> SpriteResult
MapGenerator
class MapGenerator:
def generate_layered_map(
self,
prompt: str,
style: str = "hand-painted HD game map",
include_props: bool = True,
output_dir: str = "./output"
) -> MapResult
def generate_godot_map(
self,
prompt: str,
tileset_size: int = 16,
map_size: tuple = (40, 30),
include_collision: bool = True,
include_zones: bool = True,
zone_types: list = None,
output_dir: str = "./output"
) -> GodotMapResult
BackgroundRemover
class BackgroundRemover:
def remove_background(
self,
input_path: str,
chroma_color: str = "#00FF00",
tolerance: int = 30,
output_path: str = None
) -> str
GIFExporter
class GIFExporter:
def create_animation(
self,
frames_dir: str,
output_path: str,
frame_duration: int = 100,
loop: int = 0
) -> str
Troubleshooting
Background removal leaves artifacts
# Increase tolerance for better removal
remover.remove_background(
input_path="sprite.png",
chroma_color="#00FF00",
tolerance=50, # Increase from default 30
output_path="sprite_clean.png"
)
# Or use edge smoothing
remover.remove_background(
input_path="sprite.png",
chroma_color="#00FF00",
tolerance=30,
smooth_edges=True,
edge_blur=2,
output_path="sprite_clean.png"
)
Generated sprites don't align properly
# Use frame alignment processor
from agent_sprite_forge.processors import FrameAligner
aligner = FrameAligner()
aligned_frames = aligner.align_frames(
frames_dir="./output/frames",
alignment="center", # or "bottom", "top"
reference_point="auto", # detect common ground point
output_dir="./output/frames_aligned"
)
Godot export scene not loading
# Verify Godot version compatibility
godot_map = map_gen.generate_godot_map(
prompt="village map",
godot_version="4.5", # Explicit version
output_dir="./output/godot_maps/village"
)
# Check generated scene file
import os
assert os.path.exists("./output/godot_maps/village/scenes/Village.tscn")
Image generation quality issues
# Use HD quality and specific style guidance
sprite_gen = SpriteGenerator(
image_model="dall-e-3",
quality="hd",
style="vivid" # More saturated colors
)
result = sprite_gen.generate(
prompt="detailed pixel art character, sharp edges, vibrant colors, 64x64 resolution",
frames=4,
output_dir="./output/sprites"
)
GIF animations too large
# Optimize GIF export
gif_exporter = GIFExporter()
gif_exporter.create_animation(
frames_dir="./output/frames",
output_path="./output/animation.gif",
frame_duration=100,
loop=0,
optimize=True, # Enable optimization
colors=64, # Reduce color palette (max 256)
dither=False # Disable dithering for smaller size
)
Prop extraction misses objects
# Adjust detection sensitivity
slicer = PropPackSlicer()
props = slicer.slice_prop_pack(
prop_pack="./props.png",
grid_size=(3, 3),
output_dir="./output/props",
min_object_size=10, # Smaller minimum
detection_threshold=128, # Adjust alpha threshold
remove_background=True
)
Environment Variables
# Required
export OPENAI_API_KEY="sk-..."
# Optional
export AGENT_SPRITE_FORGE_OUTPUT_DIR="./my_assets"
export AGENT_SPRITE_FORGE_CACHE_DIR="./.cache"
export AGENT_SPRITE_FORGE_LOG_LEVEL="INFO" # DEBUG, INFO, WARNING, ERROR
# Godot export
export GODOT_EXECUTABLE_PATH="/usr/local/bin/godot"
# Unity export
export UNITY_EXECUTABLE_PATH="/Applications/Unity/Hub/Editor/2022.3.0f1/Unity.app/Contents/MacOS/Unity"
CLI Usage
# Generate sprite sheet
python -m agent_sprite_forge sprite \
--prompt "knight walking animation" \
--frames 4 \
--directions down,left,right,up \
--output ./output/knight
# Generate layered map
python -m agent_sprite_forge map \
--prompt "desert oasis with palm trees" \
--include-props \
--output ./output/maps/oasis
# Generate Godot map
python -m agent_sprite_forge godot-map \
--prompt "cave system with crystals" \
--tileset-size 16 \
--map-size 40,30 \
--output ./output/godot/cave
# Remove background
python -m agent_sprite_forge remove-bg \
--input ./raw/sprite.png \
--output ./clean/sprite.png \
--chroma "#00FF00" \
--tolerance 30
# Create GIF
python -m agent_sprite_forge make-gif \
--frames ./output/frames \
--output ./animation.gif \
--duration 100 \
--loop 0