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cccskills

「game」の検索結果

1,772 件 ・ 関連度順

概要と使いどころ

Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.

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。

openai/plugins7,4462026年10月8日 更新

Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.

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。

openai/plugins7,4462026年10月8日 更新

Create and review Cloudflare Durable Objects. Use when building stateful coordination (chat rooms, multiplayer games, booking systems), implementing RPC methods, SQLite storage, alarms, WebSockets, or reviewing DO code for best practices. Covers Workers integration, wrangler config, and testing with Vitest. Biases towards retrieval from Cloudflare docs over pre-trained knowledge.

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。

openai/plugins7,4462026年10月8日 更新

Use for new frontend applications, dashboards, games, creative websites, hero sections, and visually driven UI from scratch, or when the user explicitly asks for a redesign/restyle/modernization. Builds from clean, airy, high-taste, readable image-generated concept design with section-specific references, faithful implementation, and browser testing.

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。

openai/plugins7,4462026年10月8日 更新

asset-gen

無料

Generate visual assets from text prompts: PNG images (Gemini / xAI Grok, or local Qwen-Image when installed), GLB 3D models (Tripo CLI), rigged characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.

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。

htdt/godogen7,1252026年10月2日 更新

Show the user real screenshots of the work as it progresses, without being asked. Capture the start, the key moment and the result of every visual change, send them as files with captions as soon as each is ready, and look at every image before sending it. Use on any task with a visible result (UI, pages, games, 3D, charts, motion), when the user says "show me", "screenshots", "keep giving me screenshots" or "where are the screenshots?", and before any report that claims a visual change works.

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。

MengTo/Skills6,7632026年10月6日 更新

Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.

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。

MengTo/Skills6,7632026年10月6日 更新

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

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。

MengTo/Skills6,7632026年10月6日 更新

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

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。

MengTo/Skills6,7632026年10月6日 更新

Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.

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。

MengTo/Skills6,7632026年10月6日 更新

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

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。

MengTo/Skills6,7632026年10月6日 更新

Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

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。

MengTo/Skills6,7632026年10月6日 更新

Generate or edit artwork with built-in Codex image gen, especially transparent PNG ornaments, game sprites, emblems, and UI graphics. Use when the user requests GPT 2.5 Flare, /codex-gpt-image-2-5-flare, or this built-in transparent-asset workflow. Includes alpha verification, prompt preservation, and optional project integration.

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。

MengTo/Skills6,7632026年10月6日 更新

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

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。

MengTo/Skills6,7632026年10月6日 更新

hunt-csrf

無料

Hunting skill for csrf vulnerabilities. Built from 15 public bug bounty reports including modern variants — SameSite=Lax sibling-subdomain bypass (Argo CD CVE-2024-22424), GraphQL mutations-via-GET (GitLab $3,370), framework-wide CSRF middleware disabled (Stripe Dashboard $5,000), path-traversal CSRF-token bypass (GitHub Enterprise CVE-2022-23732 $10k), Origin-omission bypass (TikTok $2,500), OAuth-state null-byte (Streamlabs), WebSocket CSRF / CSWSH (Coda), default-SameSite email-change → ATO (YoYo Games $400), social-account-link CSRF (HackerOne), JSON-CSRF via text/plain on email-change (TikTok $500). Use when hunting modern CSRF — heavy emphasis on chain-to-ATO 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。

elementalsouls/Claude-BugHunter5,0992026年10月14日 更新

Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.

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。

IvanMurzak/Unity-MCP4,4582026年10月13日 更新

Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes first.

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。

IvanMurzak/Unity-MCP4,4582026年10月13日 更新

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.

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。

IvanMurzak/Unity-MCP4,4582026年10月13日 更新

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

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。

IvanMurzak/Unity-MCP4,4582026年10月13日 更新

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

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。

IvanMurzak/Unity-MCP4,4582026年10月13日 更新

codeart2d

無料

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。

0x0funky/agent-sprite-forge4,4532026年10月6日 更新

Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability checks, environment motion, a playable HTML preview and export to Tiled, Godot 4 or LDtk. Map art (terrain, tiles, props, plates, parallax layers) is image generation by default, through generate2dmedia route_media.py (the API when a key is configured, else the local Codex or Grok CLI); map data (layout, collision, exits, spawns) is written as data. Use for any map, level, room, scene, background, terrain or prop-kit request. Not for characters, creatures, items or FX (generate2dsprite), character animation (video2dsprite), code-drawn tiles or maps (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。

0x0funky/agent-sprite-forge4,4532026年10月6日 更新

ctf-misc

無料

Provides miscellaneous CTF challenge techniques for problems that do not cleanly fit the main categories. Use for encoding puzzles, pyjails, bash jails, RF/SDR, DNS oddities, unicode tricks, esoteric languages, QR or audio puzzles, constraint solving, game theory, unusual sandbox escapes, and hybrid logic puzzles. Prefer a more specific skill first when the challenge is mainly web, pwn, reverse, forensics, malware, OSINT, or crypto. Treat this as the fallback skill for genuine cross-category or edge-case challenges, not the default starting point.

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。

ljagiello/ctf-skills3,4482026年9月14日 更新

Provides reverse engineering techniques for CTF challenges. Use when the main job is to understand how a compiled, obfuscated, packed, or virtualized target works before exploiting or solving it, including binaries, APKs, WASM, firmware, custom VMs, bytecode, game clients, malware-like loaders, and anti-debug or anti-analysis logic. Do not use it when the vulnerability is already understood and the remaining task is exploitation; use pwn instead. Do not use it for pure web workflows, log or disk forensics, or standalone crypto problems unless reversing the implementation is the real blocker.

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。

ljagiello/ctf-skills3,4482026年9月14日 更新