build-blured
Build the Blured Engine (OpenCode + Godot)
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Menu
Build the Blured Engine (OpenCode + Godot)
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Baseado na classificação ocupacional SOC
Merge feature branches back to their base branches across the main repo and submodules. Use when user says "merge feature", "finish feature", "merge back", or invokes /git-dev-merge.
Guided game creation workflow — choose gameplay-first or visual-first path to build a complete playable game. Use when user wants to create a new game, says "create a platformer", "make a game", "new game project", or similar.
Replicate a UI layout from a cornerstone reference image into a pixel-perfect .tscn scene. Use when user says "replicate UI layout", "build layout from reference", "1:1 UI copy", or has a cornerstone UI image to turn into a scene.
Create polished player-facing UI from whitebox to final assets. 5-step workflow from UI mockup to deployed game UI. Do NOT use for whitebox/prototype UI.
Package the Blured Engine into a distributable directory
Stage, commit, and push git changes with conventional commit messages. Use when user wants to commit and push changes, mentions pushing to remote, or asks to save and push their work. Also activates when user says "push changes", "commit and push", "push this", "push to github", or similar git workflow requests.
| name | build-blured |
| description | Build the Blured Engine (OpenCode + Godot) |
This skill builds the complete Blured Engine:
When the user asks to "build blured", "rebuild blured", "compile blured", or similar, follow these steps:
Check which submodules have uncommitted changes to decide what needs building:
# Check for opencode changes
cd /g/blured-engine/opencode && git diff --stat HEAD 2>/dev/null | tail -1
# Check for godot changes
cd /g/blured-engine/godot && git diff --stat HEAD 2>/dev/null | tail -1
Kill only the processes relevant to what you're building:
opencode.exe and bun.exegodot.windows.editor.x86_64.exe# Kill OpenCode (if building OpenCode)
taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running"
taskkill //F //IM bun.exe 2>&1 || echo "Bun not running"
# Kill Godot (if building Godot)
taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running"
Note: OpenCode's process may appear as bun.exe instead of opencode.exe.
cd /g/blured-engine/opencode/packages/opencode && bun run build --single
This creates the executable at: opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exe
cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8
This creates the executable at: godot/bin/godot.windows.editor.x86_64.exe
Note: This step may fail if:
Tell the user what was built (and what was skipped if applicable):
opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exegodot/bin/godot.windows.editor.x86_64.exe/start-blured to launch the engineIf the user says "build opencode only" or "rebuild opencode":
taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running"
taskkill //F //IM bun.exe 2>&1 || echo "Bun not running"
cd /g/blured-engine/opencode/packages/opencode && bun run build --single
If the user says "build godot only" or "rebuild godot":
taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running"
cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8
taskkill //F //IM godot.windows.editor.x86_64.exevcvars64.bat-j8 flag for parallel builds (adjust based on CPU cores)g:/blured-engine/opencode/packages/opencode/g:/blured-engine/godot/g:/blured-engine/godot/editor/plugins/ai_assistant/