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…
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art…
Grok Build ONLY. Turn a 2D character still into smooth animation sprites via imagegen/imageedit base → imagetovideo (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled sprites (strip/grid/GIF). Use when the user wants video-to-sprite, motion capture from generated video, smoother run/walk cycles…
Claude Code instructions for 0x0funky/TermHive, covering termhive — coding agent management platform, what this is, why it exists, core architecture and tech stack.
Inspect this machine's live resource usage via the Agentinel CLI — find runaway / zombie / leaking AI-agent processes (Claude Code, Codex, Gemini, OpenCode, MCP & dev servers, Ollama…), duplicate sessions, heavy memory users, and reclaimable disk caches. Use when the user asks what's eating RAM/CPU/disk, whether they…
Prevents prompt-cache thrash and runaway token burn in long or image-heavy agent sessions. Load BEFORE reading images/screenshots (visual QA, render checks, UI verification, diagram review) in a conversation that already has substantial history, when running long agentic loops with periodic wake-ups, or when the user…