generate2dmap

Generate layered 2D game maps with separate assets, collision, zones, and scene hooks.

Updated Nov 6, 2025
One-click install
npx skills add https://github.com/skyoxu/godotgame --skill generate2dmap-skyoxu
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: generate2dmap
Source: https://github.com/skyoxu/godotgame/tree/main/.agents/skills/generate2dmap
Command: npx skills add https://github.com/skyoxu/godotgame --skill generate2dmap-skyoxu

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires Pillow, and includes scripts (resource) components.

What problem does it solve?

Generates production-ready 2D game maps by combining a foundation base, in-world reference mocks, and final separate runtime objects with placement metadata, enabling reliable pipelines for exploration, combat arenas, and side-scrolling stages.

Core Features & Use Cases

  • Image-generated base maps with a foundation-only layer to support collision and occlusion.
  • In-world dressed-reference and stage-reference mockups to plan prop identities and placements without baking runtime objects into the base.
  • Output of separate assets, placement data, and engine-ready metadata for layered raster maps, parallax stages, and tile-based workflows.

Quick Start

Provide a base ground map, a dressed reference, and final object layers to produce a playable map.

Frequently Asked Questions about generate2dmap

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate layered 2D game maps with separate collision and runtime objects?

The Skill generates production-ready 2D game maps by outputting a foundation-only base layer for collision and occlusion, alongside separate runtime object placements and metadata, ensuring the base remains free of runtime-controlled elements.

What is a foundation-only base map and why is it needed for RPG exploration stages?

A foundation-only base map is a ground layer without runtime-controlled objects, needed to support reliable collision, occlusion, and prop placement planning for RPG exploration and dungeon maps.

How to create engine-ready stage references and parallax side-scroller stages?

Create engine-ready stage references by providing a base ground map and dressed reference mockups to produce layered raster outputs, placement data, and scene hooks suitable for parallax side-scroller stages.

Does this 2D map generation workflow support tile-based editor pipelines?

Yes, this workflow supports tile-based editor pipelines by generating separate assets and placement metadata that integrate directly into layered map outputs and standard tile editor environments.

Do I need Pillow to output placement data and scene hooks for tactical arenas?

Yes, Pillow is required as a dependency to process image generation and output the foundation base, placement data, and scene hooks for tactical arenas and combat stages.

What is the best way to plan prop identities without baking objects into the base map?

The best way to plan prop identities is using in-world dressed-reference and stage-reference mockups, which plan placements while ensuring the foundation base remains free of baked runtime objects.