by 0x0funky
Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts.
# Add to your Claude Code skills
git clone https://github.com/0x0funky/agent-sprite-forgeGuides for using ai agents skills like agent-sprite-forge.
Last scanned: 11/7/2026
{
"issues": [],
"status": "PASSED",
"scannedAt": "2026-11-07T10:53:24.483Z",
"npmAuditRan": true,
"pipAuditRan": false,
"promptInjectionRan": true
}See how agent-sprite-forge compares with popular alternatives.
agent-sprite-forge is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by 0x0funky. Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts. It has 5,342 GitHub stars.
Yes. agent-sprite-forge passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/0x0funky/agent-sprite-forge" and add it to your Claude Code skills directory (see the Installation section above).
agent-sprite-forge is primarily written in Python. It is open-source under 0x0funky on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh agent-sprite-forge against similar tools.
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From $49 · 30 days · terms & refunds
⚠️ Third-Party Software Notice
This skill is third-party open-source software developed and hosted independently on GitHub. SkillsLLM is an informational directory and does not control or maintain the underlying repository.
Any security checks, ratings, or warnings displayed by SkillsLLM are automated and limited in scope. They do not constitute a security certification or guarantee that the software is safe, error-free, or free from malicious code, vulnerabilities, compromised dependencies, or prompt-injection risks.
Review the source code, permissions, dependencies, and configuration before installing or running any third-party skill. Use is at your own risk. To the maximum extent permitted by applicable law, SkillsLLM is not liable for losses arising from third-party software.
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Never ask an image model for "pixel art": it paints fake, uneven pixels. The hibit style asks it for clean flat lineless art (at most 3 tones per material, no outlines) and makes the pixels afterwards: one palette per character learned from the source pixels, an 8x8 majority-vote downscale (every pixel is the palette colour that covered most of its cell, never a blend), hysteresis against flicker, eyes and glints kept, binary alpha, and a 1 px outline whose colour comes from the sprite itself.
For hibit effects we recommend pixelfx by Patch: a library of code-driven pixel-art effects (fire, arcane, impacts, weather, pickups, UI) that fits the style and renders for free on your machine. It is a separate MIT project: clone it yourself (git clone https://github.com/patch-gg/pixelfx, Node 18+) and the skill finds it. fx_pixelfx.py check picks the route; a route you name wins.
| A: pixelfx installed (recommended) | B: image route (always available) | |
|---|---|---|
| Frames per effect | 16-91 at 30 fps | 4 (one 2x2 sheet) |
| Cost | free (local Node) | one generated image per effect |
| Look | pixelfx's own style, recoloured with --ramp and --snap |
your game's flat style and palette |
| Credit | every render ships CREDITS.txt (pixelfx's MIT license and notice) |
the image route, like every sprite |
Full 50 s of autopilot play, same seed: with pixelfx FX (MP4) · with image-route FX (MP4).
| Measured on the live run (2026-11-06) | |
|---|---|
| Pip: palette (learned from the source pixels) | 16 + outline |
| Noise flicker removed by the hysteresis (vs the same majority without it): Pip's 4 clips / the slime's 3 | 32-40% / 10-24% |
| Auto outline colour: Pip / magma slime / Forge Bot | #380500 / #380500 / #002131 |
| Colours in the whole game scene: route B / route A (pixelfx light blending; only the star-fall snapped) | 65 / about 6,700 |
| Frames per effect: route B / route A | 4 / 16-91 |
What's new:
master_still.py --finish hibit: masters as flat lineless cel-shaded art, the input the hibit finish wants.finish_frames.py hibit and sprite_set.py plan --finish hibit: the palette, the 8x8 majority-vote downscale, hysteresis, lone-pixel cleanup and the outline (auto, a #RRGGBB, selective, dark or none); 80 px heroes, 12 fps, nearest sampling in the engine export.hibit_plate.py (generate2dmap): 480x270 backgrounds (x4 = 1080p) with a 14-colour palette, a paper-cut smoothing pass and shade maps for lighting and hit flashes without new colours.fx_pixelfx.py (check, list, render) for route A and hibit_fx.py pixelize for route B.Before 0.4, character animation meant cutting frames out of an image-generated sheet, or keying a single clip by hand. 0.4 turns one approved still into the whole set: one image-to-video clip per action, and a measured pipeline from every clip to the engine. Before and after, measured on real outputs: