Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
原文の言語: 英語
メニュー
SkillsMP は merceralex397-collab/scafforge-archive から 9 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
収集済み skill 9 件中 9 件を表示しています。
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
原文の言語: 英語
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
原文の言語: 英語
Design UI surfaces for browser games. Use when the user asks for HUDs, menus, overlays, responsive layouts, or visual direction that must protect the playfield.
原文の言語: 英語
Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.
原文の言語: 英語
Build React-hosted 3D browser games with React Three Fiber. Use when the user wants pmndrs-based scene composition, shared React state, and 3D HUD integration inside a React app.
原文の言語: 英語
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
原文の言語: 英語
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
原文の言語: 英語
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
原文の言語: 英語
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
原文の言語: 英語