pygame
無料Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance optimization
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概要と使いどころ
Use when building 2D games in Python with pygame - game loop and delta time, sprites and groups, collision detection, drawing and surfaces, events and input, sound and fonts, camera, or performance 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。
Unity 6 2D game development guide. Use when building 2D games, working with sprites, sprite atlas, SpriteRenderer, tilemaps, 2D physics (Rigidbody2D, Collider2D), 2D lighting, sorting layers, or sorting groups. Based on Unity 6.3 LTS documentation.
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Explicit-only last resort. Draws game art from code, with no image model - pixel sprites from a PixelSpec, flat vector props, UI and icons from portable SVG, rigged characters with planted feet, FX with a JS runtime, seam-proven autotiles, playable top-down layouts with collision, stylized parallax and ambient plate motion - palette-exact, with QA and review sheets. Use only when the user explicitly asks for code-drawn art, or when generate2dmedia route_media.py finds no image or video route (no-route, exit 3). Never the default - image generation (generate2dsprite, generate2dmap, video2dsprite) comes first for characters, props, maps and FX. Not for painterly, detailed or likeness art, HD-2D plates or realistic fire, smoke or water. Always disclose the result as code-drawn.
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。
The art-route layer of the Forge skills. route_media.py is the one command that generates an image or an image-to-video clip - through the paid API of any provider whose key is configured (OpenAI, Google Gemini, xAI, BytePlus ModelArk, fal.ai; the configured key is the owner's consent), else through the user's own signed-in Codex or Grok CLI - and prints one JSON line with the route, artifact, sha256 and cost estimate; with no route it answers no-route (codeart2d is then the last resort). Also the capability check (forge_doctor), API key configuration, the spend ledger, resume and Codex image adoption. Use when a Forge skill sends a generation here, for the capability check, or when the user asks about keys, routes or spend. Not for planning, processing or QA of sprites, video frames or maps (generate2dsprite, video2dsprite, generate2dmap) or for code-drawn art (codeart2d).
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。
Make game-ready 2D characters, creatures, props, icons and FX as master stills, sprite sheets or animation clips. Plan size, motion and finish; generate the art (image generation is the default, through generate2dmedia route_media.py - the API when a key is configured, else the local Codex or Grok CLI); approve one master still per character; then key, slice, register, scale, palette, QA and export frames for a game engine (Aseprite JSON, Godot SpriteFrames or Sprite3D). HD finish by default, pixel finish on request. Character animation is one image-to-video clip per action from the master (video2dsprite); sheets are for FX, icons and props. Use for sprites, masters, sheets, frame-by-frame animation and packaging frames from any source. Not for maps, tiles or backgrounds (generate2dmap), video clips (video2dsprite), code-drawn art (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
Generate ready-to-paste AI image-gen prompts for 2D game art (character/sprite, icon/UI/item, background/tileset) that stay consistent with the project's art style across separate chat sessions in Claude/Gemini/ChatGPT chat UIs. Use when the user wants to render, generate, or create game art/sprites/icons/backgrounds with AI, or mentions an "art style bible" for a game project. Maintains a persistent `art-style-bible.md` so style doesn't drift between requests, and gives a post-generation checklist plus post-processing guidance for common technical misses (transparency, size, aspect ratio).
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
Generate production-ready manga pages, chapter pages, covers, and panel sequences with strict recurring-character consistency. Use this when the user asks for a manga page, manga scene, chapter page, comic page, storyboard page, or character-consistent page generation. Before generating any page, inspect `img-memory`, create missing character sprites/reference sheets, make those images visible to image generation, then generate the final manga page.
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。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
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。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
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。
Validate Commodore 64 VIC-II emulation in EMULATORS, including $D000-$D3FF register behavior, PAL/NTSC timing, raster counters, badlines, BA/AEC bus stealing, video matrix and bitmap fetches, sprites, collisions, borders, IRQs, color RAM usage, and display modes. Use when Codex reviews or edits VICII, Screen, Memory/PLA, raster, sprite, video, or cycle-level behavior for C64 classes.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when the active client should create a new image, transform an existing image, or derive visual variants from references, and route through only the image tool or approved API actually exposed by that host.
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。
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.
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。
2D game development principles. Sprites, tilemaps, physics, camera.
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。
Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.
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。