0x0funky/agent-sprite-forge
Agent Skill for generating 2D sprite sheets and map, transparent PNG frames, and animated GIFs from prompts.
Build with Backblaze B2
SDKs, agent skills, IDE extensions, and reference pipelines from Backblaze Labs. All open source.
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Where it stands
Rank, growth pace and release cadence relative to everything GStars tracks.
1 release in the last 90 days, the latest 25 days ago, with 1 contributor on GitHub.
Use Cases & Benefits
- Generates complete 2D sprite sheets, transparent PNG frames, animated GIFs, and game-ready animations from text prompts using AI-powered agents.
- Automates the creation of fully keyed, looped, timed, and engine-exported sprite sets from a single approved master still, reducing manual animation effort.
- Use for rapidly producing pixel-art character animations with consistent color locking and soft matte keying for indie game development.
- Use for generating layered, walkable 2D maps with props and collision data exportable to Godot, Tiled, and LDtk for RPG or side-scroller level design.
- Use for integrating AI-generated sprite assets and animations into Godot, Aseprite, Phaser, or web game engines with verified export pipelines.
Should you depend on it?
License terms, project hygiene and risks, from GitHub metadata and GStars' snapshots.
License
MIT
Permissive: commercial use, modification and redistribution are allowed with attribution.
Community files
- README: present
Watch-outs
- Owned by an individual account with a single contributor on GitHub; plan for bus-factor risk.
General guidance from repository metadata, not legal advice. How we score
From the README
0.4 launch teaser: every frame is real ASF output.
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.
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:
Everything in the CHANGELOG. The live record, weak points included: docs/validation-2026-10-06.md.
Compared with peers in Backend
Fastest-growing repositories GStars tracks in this cohort for the week of Nov 1, by 7-day star growth
| Repository | Stars | +7d | Health | Last release |
|---|---|---|---|---|
| anthropics/skills | 187.8K | +2.9K | 15 | — |
| DuarteSantos8/openGym | 19.7K | +2.4K | 60 | 2 days ago |
| shiyu-coder/Kronos | 47.0K | +2.3K | 16 | — |
| NationalSecurityAgency/ghidra | 98.2K | +2.3K | 64 | 14 days ago |
| microsoft/VibeVoice | 56.0K | +1.1K | 29 | — |
| 0x0funky/agent-sprite-forge | 4.8K | — | 54 | 25 days ago |
| Category median | 56.0K | +2.3K | 29 | — |
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