All authors

Claude Skills by RandallLiuXin
github.com/RandallLiuXin43 skills0 installs47 views
- 07 ContributingSkills are the instruction bundles that tell the selected coding agent what to do at each step of the pipeline. A skill is a folder containing a `SKILL.md` prompt, optional `references/` documents, and optional supporting files. When `publish.py` runs, every skill is copied flat into the selected agent's project-local skill folder (`.claude/skills/` for Claude Code or `.agents/skills/` for Codex).Votes: 0GitHub stars: 547
- Game PlannerClarifies game design requirements and produces a Game Design Document (GDD). Use this skill BEFORE writing any game code. Triggers when the user describes a game idea, says "make a game", "build a {genre}", "I want a platformer", "create a tower defense", or provides any game concept — even vague ones like "make something fun" or "I have a game idea". Also triggers on "plan a game", "design a game", "game design document", "GDD". ALWAYS run game-planner before starting implementation. If the...Votes: 0GitHub stars: 547
- GdtoolkitLint and format GDScript files using gdtoolkit (gdlint + gdformat). Use after writing or modifying .gd files, when asked to check code style, fix lint errors, format code, or set up linting configuration. Also use when gdlint/gdformat errors appear in output and need diagnosis. Does NOT require Godot — runs as a standalone Python tool.Votes: 0GitHub stars: 547
- Gdunit DriverRun gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention. Supports both GDScript (.gd) and C# (.cs) test files.Votes: 0GitHub stars: 547
- Gecsgecs ECS framework API reference — the Entity-Component-System addon for Godot 4.x used by this project. Covers Entity, Component, System, World, QueryBuilder, Relationship, Observer, CommandBuffer, SystemTimer. Use when the task involves ECS architecture: creating entities with components, defining component data classes (C_ prefix), writing game logic systems, querying entities by component composition, entity relationships or links, reactive observers for component changes, safe structural...Votes: 0GitHub stars: 547
- Gm AcceptPresent final results to the user for acceptance. Shows evaluation results, evaluator screenshots, and asks for confirmation. Explicit invocation only — use /gm-accept.Votes: 0GitHub stars: 547
- Gm AssetAsset stage manager. Reads current-tag ASSETS.md gaps, accepts user-provided assets, plans visual production units, dispatches asset-producer subagents, collects validated Asset Skill results, updates ASSETS.md directly, and emits minimal worker runtime snapshots from that one authority. Explicit invocation only - use /gm-asset.Votes: 0GitHub stars: 547
- Gm BuildImplement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.Votes: 0GitHub stars: 547
- Gm EvaluateEvaluate the current tag's quality: enforce the playable-closed-loop gate, maintain a single cross-tag e2e/ suite that always reflects the current game (add tests for new mechanics, prune tests for mechanics this tag deliberately removed), and reason about gameplay quality. Independent from the build process — fresh perspective on the final product. Explicit invocation only — use /gm-evaluate.Votes: 0GitHub stars: 547
- Gm FinalizeSeal the current tag: snapshot the per-tag working docs into docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use /gm-finalize.Votes: 0GitHub stars: 547
- Gm FixgapFix gaps identified by the Evaluator. Generates GAP.md from evaluation.json, dispatches workers to address critical/major issues, then runs one final verify+review pass. Unlike gm-build (PLAN.md-driven), gm-fixgap is GAP.md-driven. Explicit invocation only — use /gm-fixgap.Votes: 0GitHub stars: 547
- Gm GddGame Design Document phase for one tag. On the first ever run, runs the full Socratic interview, produces GDD.md, and derives ROADMAP.md (split into SemVer-tagged release tags). On every subsequent run, focuses the conversation on the current tag (the earliest entry in ROADMAP.md without a git tag), optionally updates GDD.md / ROADMAP.md, then generates the current tag's PLAN/STRUCTURE/SCENES/DESIGN/ASSETS at the project root. Explicit invocation only — use /gm-gdd.Votes: 0GitHub stars: 547
- Gm RescueSelf-diagnostic skill for godotmaker itself. Invoked when the main pipeline can't make progress (e.g. several fixgap rounds in a row failed to converge). NOT a "smarter fixgap" — does not modify game code, does not write files, only reports diagnosis to chat. If a godotmaker-side defect is the root cause, drafts an issue the user can post upstream. Explicit invocation only — use /gm-rescue.Votes: 0GitHub stars: 547
- Gm ScaffoldScaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role — runs only on fresh projects. Explicit invocation only — use /gm-scaffold.Votes: 0GitHub stars: 547
- Gm VerifyMechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only — use /gm-verify.Votes: 0GitHub stars: 547
- Godot ApiLook up Godot engine class APIs — methods, properties, signals, enums. Use when you need to find which class to use or look up specific API details. Supports version-specific docs — reads the correct API for the project's Godot version.Votes: 0GitHub stars: 547
- Godot E2eWrite and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: - Test actual gameplay: player movement, collisions, scoring, scene transitions - Verify UI interactions: button clicks, label text, menu navigation - Write integration tests that run the real game (not mocked unit tests) -...Votes: 0GitHub stars: 547
- Headless BuildCompile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if it compiles", "build check", "does this parse", or after any file creation/modification that could break compilation.Votes: 0GitHub stars: 547
- Input MapperManage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist. Called by project-scaffold (initial setup), workers (new mechanics), and the dispatching role (GDD changes requiring new inputs).Votes: 0GitHub stars: 547
- Mcp DriverRuntime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering). Escalation trigger: a task has failed 2+ times through the headless path (headless-build, gdunit-driver), or the issue is inherently runtime-only (visual glitches, input not responding, physics behaving unexpected...Votes: 0GitHub stars: 547
- Project ScaffoldGenerate a new Godot game project with standardized ECS structure and tooling. Use when starting a new game: "create a project", "set up a new game", "scaffold", "initialize", "new project", "start building", "let's make it". Triggers after game-planner produces a confirmed plan, or when the user provides a game name + genre directly. Even for simple requests like "make me a new Godot project", use this skill to ensure proper ECS structure. Creates directory structure, project.godot, CLAUDE.m...Votes: 0GitHub stars: 547
- ScreenshotCapture gameplay screenshots using godot-e2e for visual verification. Use when you need to: take a screenshot of the running game, capture multiple screenshots during an E2E scenario, generate reference.png, visually verify game state, or provide screenshots for VQA analysis. Triggers: "screenshot", "capture screenshot", "take screenshot", "reference.png", "visual capture", "screenshot the game".Votes: 0GitHub stars: 547
- Visual QaVisual quality assurance: analyze game screenshots for defects, compare against reference, check motion in frame sequences. Supports runtime-native inspection plus Gemini or OpenAI API-backed VQA.Votes: 0GitHub stars: 547
- AnimationReviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callback_mode_process, or animation playback control (play/travel/start). Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- AudioReviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- NavigationReviews Godot navigation implementation for known pitfalls. Triggers AFTER implementation, when code involves NavigationAgent2D, NavigationAgent3D, NavigationRegion2D, NavigationRegion3D, NavigationLink2D, NavigationLink3D, NavigationObstacle2D, NavigationObstacle3D, target_position, TargetPosition, avoidance_enabled, bake_navigation_polygon, navigation_layers, velocity_computed, safe_velocity, is_navigation_finished. Do NOT use this skill for planning or teaching — only for post-implementati...Votes: 0GitHub stars: 547
- ParticlesReviews Godot Particles implementation for known pitfalls. Triggers AFTER implementation, when code involves GPUParticles2D, GPUParticles3D, CPUParticles2D, CPUParticles3D, ParticleProcessMaterial, trail_enabled, sub-emitters, GPUParticlesCollision, or particle amount/emission control. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- PhysicsReviews Godot physics implementation for known pitfalls. Triggers AFTER implementation, when code involves CollisionObject2D, RigidBody2D, CharacterBody2D, Area2D, collision layers, or physics callbacks. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- ShaderReviews Godot Shader/Material implementation for known pitfalls. Triggers AFTER implementation, when code involves ShaderMaterial, set_shader_parameter, .gdshader, VisualShader, hint_screen_texture, BackBufferCopy, instance uniform, or uniform declarations. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- TilemapReviews Godot TileMap implementation for known pitfalls. Triggers AFTER implementation, when code involves TileMapLayer, TileSet, TileSetAtlasSource, TileSetScenesCollectionSource, terrain painting, set_cell, erase_cell, get_cell_tile_data, collision polygons on tiles, or NavigationRegion2D with tile-based navigation. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- UiReviews Godot UI/Control implementation for known pitfalls. Triggers AFTER implementation, when code involves Control, Container, HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, PanelContainer, Button, Label, LineEdit, TextEdit, OptionButton, TabContainer, CanvasLayer, Theme, StyleBox, focus_mode, mouse_filter, grab_focus, or gui_input. Do NOT use this skill for planning or teaching — only for post-implementation review.Votes: 0GitHub stars: 547
- Background MapGenerate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.Votes: 0GitHub stars: 547
- Card KitProduce reusable card art sources and native Godot card UI resources.Votes: 0GitHub stars: 547
- Character BundleProduce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.Votes: 0GitHub stars: 547
- Compact Prop PackProduce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.Votes: 0GitHub stars: 547
- Fx BundleProduce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.Votes: 0GitHub stars: 547
- Platform StripGenerate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.Votes: 0GitHub stars: 547
- Scene Prop SetGenerate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.Votes: 0GitHub stars: 547
- Screen ReferenceGenerate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.Votes: 0GitHub stars: 547
- TilesetGenerate a fixed-profile terrain atlas and compile it into a native Godot TileSet. Use for reusable terrain libraries, never for designing a TileMap.Votes: 0GitHub stars: 547
- Ui KitProduce a complete reusable flat-first Godot UI Theme from a binding visual reference, with two provider-generated source sheets, fixed square nine-slice patches, stable AtlasTexture icons, and native Theme bindings.Votes: 0GitHub stars: 547
- Phantom CameraGuidance for using the optional Phantom Camera Godot addon in generated projects. Use when a Godot 4 game explicitly opts into Phantom Camera, already has the addon installed, or needs camera behavior that is cleaner with multiple virtual cameras than with a hand-written Camera2D script. Do not require this addon for ordinary projects that can be served by Godot's built-in Camera2D/Camera3D.Votes: 0GitHub stars: 547
- 07 Contributing技能是告诉所选 coding agent 在流水线每个阶段应该做什么的指令包。一个技能是一个文件夹,其中包含一个 `SKILL.md` prompt、可选的 `references/` 文档以及可选的辅助文件。当 `publish.py` 运行时,每个技能都会被扁平复制到所选 agent 的项目本地技能目录(Claude Code 为 `.claude/skills/`,Codex 为 `.agents/skills/`)。Votes: 0GitHub stars: 547