Generation engine for 2D fighters

Trait-based sprite generation for fighting games, not just pretty pictures

Define a trait library once — bodies, palettes, weapons, rarities. Generate full fighters with animations and hit boxes already in place, export game-ready sheets, and drive the whole thing from your own agent over MCP.

live demo — Taiyu, a character built in the editor, playing back frame by frame
playing idle-down
Pipeline

From trait sheet to export, in three passes

The same pipeline whether a person is drawing or an agent is calling the tools.

01 — DEFINE

Lay out the trait sheet

Bodies, heads, weapons, palettes — each trait a small sprite with a rarity weight. Set width, height, and how many frames an idle and an attack need.

02 — GENERATE

Recombine and animate

The engine draws combinations, keeps hit/hurt boxes consistent across frames, and flags collisions before anything ships. draw, edit_frames, set_hitboxes over MCP, or by hand in the editor.

03 — EXPORT

Ship or mint

One call renders a sprite sheet PNG plus an Aseprite-style atlas JSON — frame rects, FPS, loop flags, hit boxes — ready for Phaser, Unity, or a Metaplex metadata pass.

Spec sheet

Built for fighters specifically

Not a general image generator wearing a game skin — the primitives are frames, hit boxes, and animation state.

TRAITS

Rarity-weighted recombination

Dedupe, exclusions, and weighted draws so a collection doesn't repeat itself.

COMBAT

Hurt and hit boxes per frame

Boxes travel with the animation, not bolted on after the art is done.

AGENTS

13 MCP tools

create, draw, set_frame, edit_animation, export_sheet and more — any MCP client can run the pipeline unattended.

EXPORT

Engine-ready atlases

Aseprite-style JSON + PNG sheet. Reads straight into Phaser, Godot, or Unity's sprite importer.

EDITOR

Pixel editor included

Pencil, fill, mirror-X, onion skin, timeline — for the frames worth a human pass.

FORMAT

Open JSON, not a lock-in

Every sprite is plain text rows over a palette. Readable, diffable, yours.

MINT

Mint-pipeline compatible

Export maps cleanly to Metaplex-style metadata — minting itself stays a separate, audited step.

SCALE

Batches, not one-offs

Generate a hundred variants from one trait sheet in the time it takes to hand-draw three.

Sample export

What comes out the other end

taiyu-sheet.png — 10 animations × 4 frames
Taiyu sprite sheet: idle, walk and punch animations in four directions, four frames each
atlas.json — excerpt
{
  "frames": {
    "punch_1": {
      "frame": { "x": 32, "y": 0, "w": 32, "h": 32 },
      "duration": 83,
      "hitboxes": [
        { "kind": "hurt", "x": 6, "y": 4, "w": 18, "h": 24 },
        { "kind": "hit",  "x": 22, "y": 11, "w": 7, "h": 6 }
      ]
    }
  },
  "meta": {
    "frameTags": [
      { "name": "punch", "fps": 12, "loop": false, "row": 1 }
    ]
  }
}
Pricing

Credits, not a subscription you forget about

One credit renders one frame at full resolution. Pay by card or by wallet — same credits either way.

Sketch
Free · 150 credits/mo
  • Editor + 2 trait sheets
  • PNG export
  • Card payment only
no card required
Collection
Custom
  • Batch generation for a full drop
  • Metaplex-ready metadata pass
  • Dedicated rarity review
priced per collection size

This is a preview

Sprite Forge is in early build — the editor and the MCP server both run today; billing and multi-tenant accounts don't exist yet. Reach out and I'll set you up directly.

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