Agent Sprite Forge
Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts.
Install
claude plugin install agent-sprite-forge@agent-sprite-forgeInstall command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →Agent Sprite Forge
Languages: English | 繁體中文 | 简体中文 | 日本語 | 한국어
0.4 launch teaser: every frame is real ASF output.
One still → a whole game-ready sprite set
Approve one generated still. Get every action of the character, keyed, looped, timed and exported for your engine.
Agent skills for Claude Code (plugin), Codex and Grok. The agent generates a master still with the best image route you have, makes one image-to-video clip per action from it, and deterministic Python tools gate, key, register, loop, retime, finish and package every action for Godot, Aseprite or a web game.
<strong>1. One approved master still</strong>
Generated by the local Codex CLI (<code>image_gen</code>), take 1 of 3.
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<strong>2. Six actions, one image-to-video clip each</strong>
Grok image-to-video (local CLI), soft-matte keyed, registered, loops picked by measurement, one-shots retimed to game speed, HD finish with the colour lock. Real timing.
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3. In a scene: the packaged run, attack and idle over a generated background. The run speed is measured from the contact foot, so the feet do not slide. Every frame comes from the 2026-10-06 live run; nothing is mocked up.
What's new · Quickstart · Routes and providers · Pipeline · Maps · Showcase · Tools
What's new in 0.4 — the big upgrade
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:
<strong>Pixel finish: the 48x64 fox run</strong>
Old: one image-gen sheet cut 1/8 (594–709 colours per frame, soft alpha). New: master still → Grok clip → pixel finish (16–19 colours, binary alpha, selective outline). 4x nearest, both at 80 ms.
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<strong>Soft-matte keyer: no purple fringe</strong>
Same Grok clip, same frame, 2x crop. Fringe 0.704 → 0, leaked key pixels 7,780 → 0, keying 271 s → 44 s for 145 frames.
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<strong>One-shots retimed to game speed</strong>
Image-to-video plays a quick attack as a slow-motion clip. <code>retime --auto-oneshot</code> cuts the frozen holds and pins the hit: 4.1 s → 0.7 s, hit at 292 ms.
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<strong>HD colour lock</strong>
Video models drift colours on fast limbs. The lock holds every design colour on the master's (OKLab chroma, lightness kept): hue flips halve and most of the boot shimmer goes away.
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