# Agent Sprite Forge Languages: [English](./README.md) | [繁體中文](./README.zh-TW.md) | [简体中文](./README.zh-CN.md) | [日本語](./README.ja.md) | [한국어](./README.ko.md)
Codex skills for game-ready 2D sprites, layered maps, and engine-ready prototypes.
Ask in natural language. Codex plans the asset pipeline, renders with built-in image generation, then local processors clean, split, validate, and export assets for Godot, Unity, or raw 2D game workflows.
Showcase · Skills · Install · Prompts · Star History
## 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.|
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. |
Summon Survivors — Unity WebGL Generated map art, hero sheets, summons, evolutions, enemies, bosses, pickups, HUD, FX, level-up choices, and WebGL deployment. Play build · Build conversation |
Forest Pass Defense — Godot Tower Defense A Godot 4 prototype with map, separated props, tower slots, towers, enemy sheets, boss/flying enemies, waves, HUD, build/upgrade/sell flow, projectiles, and targeting rules. |
Editable RPG Map — Godot TileMap Image-generated tileset and prop sheet wired into editable TileMapLayer, Sprite2D props, encounter grass Area2D, StaticBody2D collision, exits, metadata, and debug player/camera.
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Neon Breach — Cyberpunk Side-Scroller A playable side-scroller prototype built around generated character, attack, map, and gameplay assets. |
Sengoku Era — JavaScript Pokémon-like A browser-based RPG prototype with generated characters, starter selection, map flow, and battle UI. Play build |
Starter selection and battle loop A compact JavaScript game showcase built from sprite, monster, battle, and map assets generated through the skill workflow. |
Enemy roster, including flyer and boss units |
Tower lineup |
HUD and gameplay icons |
Unity WebGL gameplay: summons, enemies, pickups, HUD, and objective flow |
Level-up choices: summon unlocks, training, stats, and recovery |
Text to sprite Attack animation from a plain-language request. |
Character action Compact 2D action sheet with transparent export. |
Spell cast Bundle-friendly cast animation. |
Projectile Matching projectile / impact workflows. |
Down |
Left |
Right |
Up |
Reference |
Reference-guided sprite animation |
Reference |
Reference-guided character action |
Ground-only base |
Dressed reference |
3x3 prop pack |
Flattened layered RPG map preview
Godot editor scene: editable layers, props, zones, collision, exits, and debug player
Layered map preview |
Collision and zone debug overlay |
Image-generated tileset atlas |
3x3 generated prop pack |
Starter selection |
Battle scene |