
Generate2dmap
This is a full pipeline for creating playable 2D game maps, not just pretty pictures. It starts with image generation for the visual assets, then structures everything into layers, collision data, object placement, and engine exports. The workflow forces you to pick a map mode first (tile, scene, side scroller, grid, room chunk, or baked) which then determines how the map gets broken down for actual runtime use. The core design choice here is worth noting: it refuses to ship a single flat image as a playable map unless you explicitly ask for that. Every prompt gets saved alongside the asset, visual references get properly handed off between generation steps, and the output targets real engines like Godot, Phaser, and Tiled. Opinionated about keeping maps separate from character sprites.
- skills.sh installs
- 317
- GitHub stars
- 5.5K
- last updated
- May 5, 2026
Install
$ npx -y skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent claude-codeInstalls into .claude/skills of the current project.
Files
Generate 2D Map
Build the smallest scene bundle the request needs, in the game's art, camera, renderer and data conventions. A background picture needs no game system; a playable map needs explicit geometry and data beyond a painting.
Use when
- A playable map, level, room set, tilemap, terrain or prop kit, with collision and exits.
- A parallax background, a battle, title or story backdrop, or an HD-2D plate with lights and motion.
- Map data must be validated, previewed or exported to Tiled, Godot or LDtk.
Do not use when
- Actors, items and attack FX: generate2dsprite. Character motion from video: video2dsprite.
- Code-drawn tiles, layouts or parallax the user asked for: codeart2d. Only an API or CLI call: generate2dmedia.
Capability check (once per session)
Sponsors
Details
- Repository
- github.com/0x0funky/agent-sprite-forge
- Categories
- AI & Agent Building, Design & UI/UX, Game Development
- License
- MIT
- First seen
- Jun 11, 2026