Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.
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Visual era art direction for Blender covering PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation.
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Use when building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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Use when the repository is Defold, MonoGame, pygame/pygame-ce, Excalibur or KAPLAY (or melonJS, Stride, Python arcade, macroquad/ggez) - each engine's lifecycle and delta, where logic goes, the test runner, the headless build/run command, and how to capture a frame.
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Use when a task needs the judgment of a Coin, Vending, and Amusement Machine Servicer and Repairer — triaging a jam across bill validators, coin mechanisms, refrigerated vending units, and arcade/amusement PCBs on a route, setting restock par levels against route-cycle economics, investigating a cash-collection variance at a stop, or applying food-safety temperature/time discard rules on perishable vending product.
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Retro arcade-inspired design with pixel fonts, dotted borders, playful high-contrast colors, and 8-bit game aesthetics.
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A playful, arcade-inspired interface for games — built on the VT323 pixel typeface, hard-edged 0px corners, chunky pill buttons that physically press into solid offset blocks
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Pixel art w/ era palettes (NES, Game Boy, PICO-8).
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