Agent Sprite Forge is a Codex-oriented workflow for producing reusable 2D game assets such as sprite sheets, map layers, transparent PNG frames, and animated GIFs. It supports game developers working with Godot, Unity, or other 2D workflows by combining image generation with local processing, asset validation, and engine-ready exports, and its catalogue skills provide the workflow.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/0x0funky/agent-sprite-forge/generate2dmapnpx skills add 0x0funky/agent-sprite-forge --skill generate2dmapgit clone --depth 1 https://github.com/0x0funky/agent-sprite-forgeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/0x0funky/agent-sprite-forge/generate2dmap)<a href="https://agentmods.dev/skills/0x0funky/agent-sprite-forge/generate2dmap"><img src="https://agentmods.dev/badge/skills/0x0funky/agent-sprite-forge/generate2dmap.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00108 | $0.11612 |
| Opus 5 | $0.00054 | $0.05806 |
| Sonnet 5 | $0.00022 | $0.02322 |
| Haiku 4.5 | $0.00011 | $0.01161 |
Grade A, and why
generate2dmap scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- generate2dmap — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 460 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Generate2dmap
Overview
Build the smallest playable map bundle that satisfies the game. Start by choosing a user-facing map_mode, then map it to the lower-level pipeline axes. Do not treat a map as only one image unless the user explicitly asks for a flat visual background.
map_mode:tile_mode|scene_mode|side_scroll_mode|grid_mode|room_chunk_mode|baked_scene_modevisual_model:baked_raster|layered_raster|tilemap|layered_tilemap|parallax_layersruntime_object_model:none|separate_props|platform_objects|y_sorted_props|interactive_scene_objects|foreground_occluders|scene_hookscollision_model:none|coarse_shapes|precise_shapes|tile_collision|polygon_walkmesh|trigger_zonesengine_target:raw_canvas|Phaser|Tiled_JSON|LDtk|Godot_TileMap|Unity_Tilemap| project-native
Use user-specified parameters when present. When the user does not specify them, infer the lightest playable pipeline from the existing game, camera, collision needs, map scale, and editing needs.
For requests that imply a playable game map, level, stage, room, prototype, or engine scene, do not ship a single baked image as the runtime map unless the user explicitly asks for a flat background only. A baked image may be a background, reference, or preview artifact, but the playable deliverable must expose gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes.
This skill is for scenes and maps. Do not generate character, enemy, boss, projectile, NPC, player, or animation sprite assets as map deliverables. The map may include scene hooks such as player spawns, actor spawn marker metadata, patrol/encounter zones, arena entrances, gates, exits, and camera triggers, but actor artwork, projectiles, and animations belong in $generate2dsprite.
Read references/map-strategies.md when the pipeline choice is not obvious. Read references/layered-map-contract.md before implementing a layered raster map. Read references/prop-pack-contract.md before batching generated props into a sheet.
What ships with it
7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 460 lines · 108 tokens per session scan A a691fd9ec000
generate2dmap is a skill published in the GitHub repository 0x0funky/agent-sprite-forge (3,976 stars, last pushed 1mo ago), licensed MIT. It adds 108 tokens to every session and 11,612 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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