Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
原文の言語: 英語
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SkillsMP は RandallLiuXin/GodotMaker から 32 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 32 件中 32 件を表示しています。
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
原文の言語: 英語
Asset 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…
原文の言語: 英語
Evaluate 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…
原文の言語: 英語
Fix 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 —…
原文の言語: 英語
Implement 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.
原文の言語: 英語
Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
原文の言語: 英語
Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.
原文の言語: 英語
Produce reusable card art sources and native Godot card UI resources.
原文の言語: 英語
Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
原文の言語: 英語
Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.
原文の言語: 英語
Generate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.
原文の言語: 英語
Generate a fixed-profile terrain atlas and compile it into a native Godot TileSet. Use for reusable terrain libraries, never for designing a TileMap.
原文の言語: 英語
Produce 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.
原文の言語: 英語
Game 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…
原文の言語: 英語
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
原文の言語: 英語
Guidance 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…
原文の言語: 英語
Generate 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…
原文の言語: 英語
Present final results to the user for acceptance. Shows evaluation results, evaluator screenshots, and asks for confirmation. Explicit invocation only — use /gm-accept.
原文の言語: 英語
Run 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…
原文の言語: 英語
Scaffold 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.
原文の言語: 英語
Mechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only — use /gm-verify.
原文の言語: 英語
Compile-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…
原文の言語: 英語
Clarifies 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…
原文の言語: 英語
Self-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.…
原文の言語: 英語
Visual 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.
原文の言語: 英語
gecs 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:…
原文の言語: 英語
Look 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.
原文の言語: 英語
Capture 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…
原文の言語: 英語
Seal 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…
原文の言語: 英語
Write 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…
原文の言語: 英語
Lint 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…
原文の言語: 英語
Manage 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…
原文の言語: 英語