Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Expert patterns for scaling mobile games to desktop including mouse/keyboard controls, increased resolution and graphical fidelity, expanded UI layouts, settings menus, window management, and platform-specific features. Use when creating desktop ports or cross-platform releases. Trigger keywords: mouse_controls, keyboard_shortcuts, resolution_scaling, graphics_settings, fullscreen_toggle, window_modes, Steam_integration, desktop_optimization.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Lays out Bevy HUD and menu nodes with Flexbox, CSS Grid, Button, and ImageNode. Use when spawning Node trees; text and theming stay on their own skills. Keywords: Bevy, UI, Node, Flexbox, GridTrack, Button, Pressed, ImageNode.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Answer Bevy 0.20 line-of-sight, radius, and cursor picks with Transform distance and facing. Use when a design needs a probe and collider casts belong on the physics skills. Keywords: Bevy, spatial query, viewport_to_world_2d, GlobalTransform, facing, radius.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Bevy 0.20 UI and world text: Text, Text2d, TextSpan, TextFont, TextColor, TextLayout, TextShadow, Text2dShadow. Use when a HUD node or a 2D nameplate shows a string. Keywords: Bevy, text, UI, Text, TextSpan, bevy_text, Text2d, TextFont.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Theme a Bevy HUD from one palette resource copied onto BackgroundColor, BorderColor, BoxShadow, and BackgroundGradient. Use when many nodes share colors or a marker such as Danger picks a different fill. WindowTheme is OS chrome only. Keywords: Bevy, UI theme, UiPalette, BackgroundColor, BorderColor, BackgroundGradient, feathers.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Bevy ECS skill for adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Dev-Agentic-Skills☆ 8882026年10月17日 更新
Design and build expressive 3D scenes, explainers and interactive models with grounded subject knowledge. Use for 3D creation or edits, including scientific visualization and spatial puzzles.
日本語の概要は準備中です。原文の説明を表示しています。
viettranx/3dviz-pro-max☆ 8882026年9月11日 更新
Use when the user has evaluation principles or a dataset but needs help choosing the right graders, designing evaluation metrics, creating LLM-as-judge prompts, combining multiple metrics into a composite score, or building an automated evaluation pipeline. Also use when the user mentions grader selection, metric design, judge prompt engineering, rubric design, evaluation pipeline code, or "how to evaluate [X] automatically." Outputs executable OpenJudge pipeline code.
日本語の概要は準備中です。原文の説明を表示しています。
agentscope-ai/OpenJudge☆ 8882026年10月20日 更新
Use when the user needs to design evaluation datasets, create test cases, stratify samples, generate adversarial examples, extract eval dimensions from traces/specs, or build a labeled evaluation set. Also use when the user mentions test data design, eval coverage, difficulty stratification, synthetic data generation for eval, or "how to create good evaluation data." Outputs datasets in OpenJudge-compatible format.
日本語の概要は準備中です。原文の説明を表示しています。
agentscope-ai/OpenJudge☆ 8882026年10月20日 更新
Read issues of 潮流周刊 (Tw93 Weekly), a Chinese-language weekly newsletter of developer tools, open source projects, engineering notes and design, with English translations. Use when a task asks what a specific issue or week covered, which tools Tw93 recommended, or needs a bilingual quote from the archive.
日本語の概要は準備中です。原文の説明を表示しています。
tw93/Weekly☆ 8802026年10月21日 更新
When the user wants to design, construct, or improve an offer — the thing they actually sell — including value framing, bonus stacking, guarantee design, scarcity/urgency, naming, and payment structure. Also use when the user mentions 'offer,' 'offer design,' 'build an offer,' 'grand slam offer,' 'irresistible offer,' 'value stack,' 'bonus stack,' 'guarantee,' 'risk reversal,' 'money-back guarantee,' 'scarcity,' 'urgency,' 'high-ticket offer,' 'productize a service,' 'naming an offer,' 'payment plan,' 'down-sell,' 'upsell offer,' or 'why isn't my offer converting.' Best for services, agencies, courses, coaching, info products, high-ticket B2B, and direct-response. If you run pure self-serve SaaS, read pricing first — tiers and packaging do more work there. For price level itself (tiers, freemium, value metric), see pricing. For the page that presents the offer, see copywriting. For the launch moment, see launch. For sales collateral, see sales-enablement.
日本語の概要は準備中です。原文の説明を表示しています。
Nexus-JPF/note-companion☆ 8732026年10月25日 更新
When you want to set up an agent loop, cron-scheduled task, or recurring workflow that runs autonomously. Judgment layer on top of Claude Code's ScheduleWakeup, CronCreate, and /loop — or, on other hosts, cron/GitHub Actions plus a headless agent CLI. Picks dynamic pacing, fixed cron, or a one-shot loop; designs idempotent loop bodies; sets bail-out conditions so loops don't run forever. Examples — weekly review pulse, daily brief, hourly metric monitor, periodic vault compile, upstream-check for an adapted skill. Triggers on "/loopify," "set up a loop," "schedule this task," "run this daily," "run this weekly," "cron this," "make this recurring," "automate this on a schedule," "keep this running until X." Part of the -ify trifecta (skillify / toolify / loopify). NOT for authoring a new skill — that's skillify. NOT for adding a tool/integration — that's toolify.
日本語の概要は準備中です。原文の説明を表示しています。
coreyhaines31/makerskills☆ 8732026年10月23日 更新
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
日本語の概要は準備中です。原文の説明を表示しています。
jame581/GodotPrompter☆ 8672026年10月24日 更新
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
日本語の概要は準備中です。原文の説明を表示しています。
jame581/GodotPrompter☆ 8672026年10月24日 更新
Use when building reusable node components — composition patterns, component communication, and interface design
日本語の概要は準備中です。原文の説明を表示しています。
jame581/GodotPrompter☆ 8672026年10月24日 更新