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cccskills

「blue」の検索結果

617 件 ・ 関連度順

概要と使いどころ

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.

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-Skills8502026年10月13日 更新

Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.

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-Skills8502026年10月13日 更新

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

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-Skills8502026年10月13日 更新

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

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-Skills8502026年10月13日 更新

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.

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-Skills8502026年10月13日 更新

Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.

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-Skills8502026年10月13日 更新

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

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-Skills8502026年10月13日 更新

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-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.

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-Skills8502026年10月13日 更新

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.

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-Skills8502026年10月13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-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.

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-Skills8502026年10月13日 更新

Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.

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-Skills8502026年10月13日 更新

On-demand procedures for the ComfyUI sidebar panel agent that are too long to sit in the system prompt. Read it when a task lands in one of these areas. subgraph boundary rails and blueprint reuse, merging or composing workflows across tabs, pinning your edits to one workflow, opening staged or downloaded workflow files, untangling Get/Set-bus and rgthree toggle-heavy graphs, authoring rgthree Fast Groups nodes, the LoRA Manager autocomplete-node limitation, the CivitAI browser flow, downloading model weights, reading hardware and runtime stats, Prompt Director audits, custom-node crash recovery, run-to-node render debugging, and multi-stage pipeline chaining. Each section is a lookup, not background reading. Reach for the one you need instead of guessing, and follow the tool's own description for parameter detail.

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。

artokun/comfyui-mcp8202026年10月5日 更新

Expert knowledge for Azure Spring Apps development including troubleshooting, best practices, decision making, architecture & design patterns, limits & quotas, security, configuration, integrations & coding patterns, and deployment. Use when configuring ASA networking/security, Tanzu tools, observability/APM, CI/CD deployments, or blue‑green releases, and other Azure Spring Apps related development tasks. Not for Azure App Service (use azure-app-service), Azure Container Apps (use azure-container-apps), Azure Kubernetes Service (AKS) (use azure-kubernetes-service), Azure Functions (use azure-functions).

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。

MicrosoftDocs/Agent-Skills7792026年10月11日 更新

Profitable niche discovery for Amazon sellers. Identifies underserved markets with high demand but low competition. Analyzes market gaps, emerging segments, and untapped opportunities across categories. Use when the user asks about finding niches, profitable markets, underserved segments, market gaps, blue ocean opportunities, niche research, or what markets to enter on Amazon.

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。

nexscope-ai/Amazon-Skills7582026年8月26日 更新

Frameworks from Kim & Mauborgne for creating uncontested market space and making competition irrelevant. Use when reframing competitive strategy, escaping commoditization, designing a new category, or applying Strategy Canvas, ERRC, Six Paths, Three Tiers of Noncustomers, Buyer Utility Map, or Strategic Sequence. Includes selection-bias caveats and inline decline notes for iconic cases that later collapsed.

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。

getagentseal/founder-playbook7512026年10月7日 更新

stopovers

無料

Per-program stopover rules for award redemptions. Which programs allow free stopovers, how many, how long, and which don't. Covers Icelandair, Aeroplan, Alaska, Flying Blue, Singapore, Cathay, JAL, and the negative space (BA, AA, Delta).

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

Per-program rules for placing award flights on hold before transferring points. Covers programs with holds (AA, Lufthansa, Flying Blue, Cathay, Turkish, Virgin Atlantic, ANA, Emirates, EVA Air) and those without. Includes transfer-speed reference.

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

Daily cross-platform rankings of AI agent skills (skills.sh, ClawHub, Tencent SkillHub, GitHub, X/HN/Bluesky). Use when the user asks which agent skill to install, what is trending, whether a skill is popular or trusted, or wants to compare skills. Read-only public CSV data; it recommends and links, it does not install anything.

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。

LinklyAI/best-skills6442026年10月13日 更新

Rollback procedures, risk assessment, pre/post-deployment validation, and contingency planning. Load when orchestrating deployment or preparing rollback plans. For deployment strategy details (canary, blue-green, rolling), see `cicd-and-deployment` skill.

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。

nWave-ai/nWave6172026年9月16日 更新

Turn a complete beginner's app idea into a buildable plan, then keep them oriented while they build. Use it whenever someone who has never coded wants to build or "vibe code" an app, has an idea but no idea where to start, or wants it turned into a plan, MVP scope, tech stack, user flows, or blueprint. It has three on-ramps: the full journey, a validate-only pass ("is my idea worth building", "reality-check this idea"), and a plan-only path for someone arriving with validation done ("I already validated my idea", "I have the research, just plan my MVP", "skip the research"). ALSO use it when a non-coder needs build-time basics: what Git and GitHub are, making an account, "commit and push," local vs. staging vs. production, putting an app online (deploy/ship), or keeping API keys safe. AND use it in Checkup Mode when someone who built with AI says it became a mess, the AI keeps breaking things or going in circles, they're scared to touch their code, or they ask "is my code organized" or "can you clean it up." Built for people who don't know what an API, database, or GitHub is, so reach for it when they never say "plan" or "architecture." Not for an experienced dev debugging, refactoring, or setting up CI/CD.

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。

TexasBedouin/vibe-check6162026年7月18日 更新

Dung khi mot CA NHAN muon xay CONG DONG quanh minh — Zalo Group, Telegram, Facebook Group, Skool, Mighty Networks, Discord: blueprint 3 lop public / member / inner, luong onboarding 7 ngay, nghi thuc tuong tac hang tuan, playbook kiem duyet, chi so kich hoat va cac loi thuong gap o VN. Kich hoat khi user nhac 'xay cong dong', 'Zalo group', 'Facebook group rieng', 'Skool community', 'membership site', 'group im lang khong ai noi', 'gom nguoi theo doi vao mot cho'. Khong dung cho — kiem tien tu cong dong thi dung skill 27-personal-brand-monetize; rai seeding duoi bai dang thi dung skill 38-seeding-plan; giu chan khach da mua cua doanh nghiep thi dung skill 69-giu-chan-khach-hang.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新

Use when a PERSONAL brand needs its OWN community — Skool, Mighty Networks, Discord, Circle, or Slack: a three-layer public, member, and inner-circle blueprint, seven-day onboarding, engagement rituals, a moderation playbook, and activation metrics. Trigger on 'build a community', 'Skool community', 'Mighty Networks setup', 'Discord for my audience', 'paid community', 'my group is dead and nobody posts'. Also use when the user has members and no reason for them to come back. Not for — posting inside communities you do NOT own, see `38-community-seeding-global`; pricing and packaging the membership, see `27-personal-brand-monetize-global`; referral loops, see `18-referral-program-global`.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新