generate2dmap
Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.
Choose how to use this skill
You do not need every option. Choose the path your AI client supports. The stable page stays the same; versioned files are immutable.
1. Native installer
This listing has no registered native installer command. Use the complete package or source fallback below, depending on what your client supports.
Do not guess an installer command or replace an existing version without reviewing the diff.
2. Complete package recommended
Download the ZIP when available. It includes SKILL.md plus the references, security notes and version metadata.
No complete ProSkills package is published for this listing yet.3. Prompt-only
Copy the prompt above when the agent can read the stable page or when you want to adopt the workflow without installing a skill.
Need only the instruction file?
Download SKILL.md only if your client requires a single file. The complete ZIP is safer for a full installation because it preserves the references and release context.
No path installs or executes anything by itself. Your agent still needs access to the project files. Before updating, compare the installed version and review the diff.
// RATINGS
Not yet listed on ClawHub or SkillsMP
// README
Agent Sprite Forge
Languages: English | 繁體中文 | 简体中文 | 日本語 | 한국어
What Makes It Different
Agent 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.
Showcase
Engine-Ready Prototypes
These 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.
Godot prototype output includes:
scenes/ForestPass.tscnwith base map, separated props, enemy paths, tower slots, and HUD nodes.- Six tower families with generated tower art and upgrade stages.
- Animated enemy sheets for ground units, flying units, and boss encounters.
- Wave, difficulty, tower catalog, collision, route, and tower-slot metadata.
- Runtime build, upgrade, sell, projectile, and targeting behavior connected in Godot.
image_gen map + separated props + tower sheets + enemy animation sheets + HUD icons + Godot gameplay wiring
Unity prototype output includes:
Assets/Survivors/Scenes/SummonSurvivors.unityas the playable scene.SurvivorContentDatabase.assetconnecting generated hero, summon, enemy, pickup, HUD, and FX sprites.- Starter summon selection, survival objective, XP/coin pickups, level-up choices, summon training, and evolution flow.
- Enemy spawning pressure, boss timing, projectile attacks, area damage, health bars, and score tracking.
- WebGL build output under
Builds/WebGLwith Vercel deployment config.
image_gen map + directional hero sheets + summon/evolution sheets + enemy sheets + FX/HUD icons + Unity runtime + WebGL deploy
Sprite Sheets And FX
Use $generate2dsprite when you need animated units, playable characters, monsters, props, spell bundles, projectile/impact FX, or reference-guided variants.
// HOW IT'S BUILT
KEY FILES