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「bloc」の検索結果

1,697 件 ・ 関連度順

概要と使いどころ

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

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-Design-Agentic-Skills8482026年10月13日 更新

Escalate blocked runs to a human via configured channel or fallback to BLOCKED.md and exit the loop. Use when the loop hits an ambiguous spec, a missing credential, a destructive action needing approval, or 3+ consecutive verify failures on the same task.

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。

Archive228/loopkit7542026年7月15日 更新

What to do when a tool fails, an API hits a rate limit, or a site blocks scraping. Maps every primary tool to its best fallback so a single failure doesn't block the search.

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。

borski/travel-hacking-toolkit6932026年10月12日 更新

Weekly, browser only when a source refuses to be fetched. Counts unpublished calendar entries per property by folding the published ledger against the calendar, and where every property is above its runway threshold it records the counts and exits, which is the normal run. Where a property is low it researches the next block from rank evidence, the topic map, and live result sets, refuses any keyword already targeted, and appends fully specified entries after the last existing block. It is the only writer of the calendar and it never modifies, reorders, or renumbers an existing entry.

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。

markfulton/ai-employees6122026年10月10日 更新

Set up Claude Code hooks to block dangerous git commands (push, reset --hard, clean, branch -D, etc.) before they execute. Use when user wants to prevent destructive git operations, add git safety hooks, or block git push/reset in Claude 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。

stevesolun/ctx5892026年10月13日 更新

Implement concurrency and non-blocking I/O in modern PHP. Use when implementing concurrent requests, async processing, or non-blocking I/O in PHP.

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。

HoangNguyen0403/agent-skills-standard5742026年10月12日 更新

Generate an energy-optimized, time-blocked daily plan based on circadian rhythm research and GTD principles

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。

BrianRWagner/ai-marketing-claude-code-skills4442026年3月19日 更新

Break a plan, spec, or the current conversation into a set of tracer-bullet tickets, each declaring its blocking edges, published to the configured tracker (edges as text in one file per ticket locally, or native blocking links on a real tracker).

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。

Asymmetric-al/core3812026年10月12日 更新

Set up Claude Code hooks to block dangerous git commands (push, reset --hard, clean, branch -D, etc.) before they execute. Use when user wants to prevent destructive git operations, add git safety hooks, or block git push/reset in Claude 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。

Asymmetric-al/core3812026年10月12日 更新

Turn on Cache Components in a Next.js app and resolve the blocking routes it surfaces. Use when the user wants to enable, adopt, or migrate to Cache Components, flip the `cacheComponents` flag, work through a flood of blocking-prerender / instant validation errors, run the `cache-components-instant-false` codemod, or decide between opting routes out with `export const instant = false` and fixing them in place.

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。

Asymmetric-al/core3812026年10月12日 更新

Inject Call-to-Action blocks into Astro site content with intelligent placement strategies. Use when the user wants to add CTAs, newsletter signups, product promotions, or any content blocks to blog posts. Supports multiple placement strategies (end, after 50%, after 60%), content scoring for relevance, and dry-run preview.

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。

nicepkg/ai-workflow2852026年1月20日 更新

Acts as a director and previs supervisor for film, video, and AI filmmaking. Turns scripts, prose, briefs, or existing image and video assets into production deliverables — subtext breakdown, beat sheet, director's book, blocking and staging, shot list with coverage, keyframe and storyboard prompts, image-to-video motion prompts, sound and dialogue plans, edit timelines, continuity bibles, and QC repair notes. Carries genre playbooks, a controlled prompt lexicon, a coded failure-diagnosis manual, and capability-first adapters for current video and image models. Optionally applies one named director's style lens — Spielberg, Hitchcock, Kubrick, Kurosawa, Scorsese, Fellini, Bergman, Tarkovsky, Wong Kar-wai, Nolan, Villeneuve, Fincher, Refn, Bi Gan, Zhang Yimou, Hou Hsiao-hsien, Park Chan-wook, Malick, Michael Mann, Coen Brothers. Use for shot planning, blocking, staging, camera movement, visual continuity, storyboard and keyframe design, prompt repair, "in the style of X" direction, and any AI video workflow.

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。

wuwangzhang1216/DirectorSKILL2162026年9月1日 更新

beads

無料

Use when working in a repository that uses bd or Beads for durable project task tracking, issue dependencies, blocker management, multi-session handoff, or shared work memory. Trigger when the user asks to find ready work, claim or close tasks, create follow-up work, inspect blockers, recover project context, or choose between local planning and persistent project tracking.

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。

finos/morphir2132026年10月14日 更新

beads

無料

Use when working in a repository that uses bd or Beads for durable project task tracking, issue dependencies, blocker management, multi-session handoff, or shared work memory. Trigger when the user asks to find ready work, claim or close tasks, create follow-up work, inspect blockers, recover project context, or choose between local planning and persistent project tracking.

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。

adrianco/retort2092026年10月13日 更新

Generate persistent, explorable 3D worlds/environments with Marble by World Labs — from text, a single image, multiple images, video, or a 360 panorama, plus coarse-structure blocking with Chisel. Use this skill when a task needs a navigable 3D scene, VR/immersive backdrop, virtual-production environment, previz set, game-blockout, or web/engine-ready Gaussian splat or mesh, and you must choose an input mode, a Marble model, an export format, and a plan/API route, then review world quality. Covers the Marble web app and the World API, editing/expansion, output formats and what each supports downstream, import into Unity/Unreal/Blender/Houdini/web, pricing/credits, capability limits, and rights/licensing. Not for flat text-to-image, text-to-video clips, or real-time on-the-fly world models (Marble outputs are downloadable, static 3D environments).

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。

calesthio/generative-media-skills2022026年7月14日 更新

A terminal-native marketing system rendered entirely in Berkeley Mono — every word on the page, from the hero headline down to the footer fine print, is monospaced. The page itself reads like a manpage or a static-site README: warm cream canvas (`#fdfcfc`), nearly-black ink (`#201d1d`), 4px-radius rectangles for the few interactive elements, and bracketed `[+]`/`[-]` ASCII markers used as bullets. The brand's only "visual moment" is a single dark hero card that mocks up the OpenCode TUI itself — black background, monospaced terminal output, ASCII pipe characters, and a wordmark rendered as block-pixel ASCII. Every section sits as a hairline-bordered text block on the cream canvas with no shadows, no gradients, no decorative imagery, and no non-monospaced character anywhere in the system.

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。

skillmds/skillmd1982026年10月9日 更新

media-use

無料

Agent Media OS, the single skill for every media need in a HyperFrames project. Resolve BGM, SFX, image, icon, brand logo, voice, color grade, or LUT into a frozen local file or paste-ready block + ledger record (one verb, `resolve`); generate via TTS / music / image models when the catalog misses; produce voiceover, transcription, captions, and background removal through one shared audio engine; operate on media (cut / reframe / transform); and reuse assets across projects. Keeps search noise on disk, hands the agent one path or block. Use for any audio, image, icon, logo, voiceover, caption, color-grading, or media-asset need.

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。

skillmds/skillmd1982026年10月9日 更新

Set up Claude Code hooks to block dangerous git commands (push, reset --hard, clean, branch -D, etc.) before they execute. Use when user wants to prevent destructive git operations, add git safety hooks, or block git push/reset in Claude 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。

tt-a1i/matt-skills-with-to-goal1852026年10月10日 更新

Break a plan, spec, or the current conversation into a set of tracer-bullet tickets, each declaring its blocking edges, published to the configured tracker (edges as text in one file per ticket locally, or native blocking links on a real tracker).

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。

tt-a1i/matt-skills-with-to-goal1852026年10月10日 更新

pr-review

無料

Review PR comments from GitHub. Fetches inline review comments and issue comments, classifies by blocking vs non-blocking, and summarizes actionable items.

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。

dedalus-labs/wingman1812026年4月25日 更新

Validates gate criteria before PRD lifecycle advancement by delegating to the readiness scoring pipeline (scripts/readiness.py). Returns a graduated PASS / WARN / BLOCK verdict with top blockers and their causal chain. Triggers before advancing from v0.X to v0.Y or explicit `/ghm-gate-check`.

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。

mattgierhart/PRD-driven-context-engineering1812026年8月31日 更新

Expert in on-chain privacy technologies - ZK-SNARKs, ZK-STARKs, mixers, stealth addresses, ring signatures, and confidential transactions for building privacy-preserving blockchain applicationsUse when "privacy, zero knowledge, zk-snark, zk-stark, mixer, stealth address, ring signature, confidential transaction, tornado, private transaction, anonymous, unlinkability, privacy, zero-knowledge, zk-snarks, zk-starks, mixers, stealth-addresses, tornado-cash, zcash, confidential" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1552026年9月6日 更新

Retrieve clean markdown from URLs when web_fetch fails. Converts pages via Jina AI reader service with automatic retry. Use when web_fetch or curl returns 403, blocked, paywall, timeout, JavaScript-rendering errors, or empty content or user explicitly suggests using jina.

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。

oaustegard/claude-skills1512026年10月13日 更新