Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.
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-Dev-Agentic-Skills☆ 8542026年10月14日 更新
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
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-Dev-Agentic-Skills☆ 8542026年10月14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-Skills☆ 8502026年10月13日 更新
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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-Skills☆ 8502026年10月13日 更新
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.
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-Skills☆ 8502026年10月13日 更新
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
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-Skills☆ 8502026年10月13日 更新
Use native WebMCP tools to edit the project open in Timeline Studio. Inspect clips and available assets, preview and apply multi-track, caption style/position and project framing edits; sample rendered media; run local voiceover, transcription, relighting analysis and depth-video jobs; insert media; undo; save; or export video with progress and cancellation. Use for the live browser editor, not local project-file editing.
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。
MartinDelophy/ai-video-editor☆ 8502026年10月13日 更新
Train a custom anime LoRA on the ANIMA base model with Citron's local Gradio trainer (kohya sd-scripts), <6GB VRAM, character/style LoRAs; covers setup, dataset prep, training params, and using the result in the anima-base 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。
artokun/comfyui-mcp☆ 8252026年10月15日 更新
Build Krea 2 Turbo txt2img workflows with the native krea2 CLIPLoader, Qwen3-VL encoder, Qwen image VAE, 8-step turbo settings, and Ideogram-style JSON prompting
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-mcp☆ 8252026年10月15日 更新
Train custom LoRAs with ostris AI-Toolkit. Covers WAN 2.2/2.1 (people, styles, video motion) and Z-Image (Turbo & Base, low-VRAM image LoRAs). Use when the user wants to train a WAN or Z-Image LoRA; covers local + RunPod setup, dataset prep, key params, and using the result in a ComfyUI 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。
artokun/comfyui-mcp☆ 8252026年10月15日 更新
visionOS widget patterns including mounting styles, glass/paper textures, proximity-aware layouts, and spatial widget families. Use when creating or adapting widgets for visionOS.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
Generates user-facing usage statistics, activity summaries, and personalized insights dashboards (weekly recaps, year-in-review, Spotify Wrapped-style). Use when user wants to show usage stats, activity insights, or shareable recap screens. Different from analytics-setup which sends data to a backend — this shows insights to the USER on-device.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
AttributedString patterns for rich text formatting, alignment, selection, and SwiftUI integration. Use when working with styled text, text editing, or AttributedString APIs.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
Foundation framework skills — AttributedString patterns for rich text formatting, alignment, selection, and SwiftUI integration. Use when working with styled text or AttributedString APIs.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
visionOS skills — spatial design (layout ergonomics, eyes-and-hands input, motion comfort, immersion, environments) and widget patterns (mounting styles, glass/paper textures, proximity-aware layouts). Use when designing, building, or reviewing anything for visionOS.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
UI typography on Apple platforms — text styles and Dynamic Type, the San Francisco family (Pro/Rounded/Compact/Mono/New York + width axis), optical sizes, tracking vs kerning, leading adjustments, and custom-font scaling. Use when choosing fonts, building type hierarchy, fixing truncation/legibility, or making custom fonts respect Dynamic Type.
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。
rshankras/claude-code-apple-skills☆ 8022026年7月24日 更新
Analyze the photograph uploaded by the user, deconstruct its visual evidence, abstract and distill the essential relationships, then reconstruct them as a new nonliteral lower-panel composition guided by 19 bundled references. Use for CLEAN upper-photo/lower-abstraction editorial artworks with a number, date, and short phrase in the lower panel. This is abstraction and reconstruction, never style conversion or a miniature redraw. Preserve the exact user-uploaded photograph unchanged above.
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。
Evianis/travel-photo-abstraction☆ 7812026年8月3日 更新
Automatic code quality and best practices analysis. Use proactively when files are modified, saved, or committed. Analyzes code style, patterns, potential bugs, and security basics. Triggers on file changes, git diff, code edits, quality mentions.
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。
alirezarezvani/claude-code-tresor☆ 7802026年7月3日 更新
Expert knowledge for Microsoft Foundry Local (aka Azure AI Foundry Local) development including best practices, decision making, configuration, and integrations & coding patterns. Use when compiling HF models with Olive, using Foundry Local CLI, embeddings/chat/audio APIs, or OpenAI-style integrations, and other Microsoft Foundry Local related development tasks. Not for Microsoft Foundry (use microsoft-foundry), Microsoft Foundry Classic (use microsoft-foundry-classic), Azure Local (use azure-local), Azure Content Understanding in Foundry Tools (use azure-content-understanding).
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-Skills☆ 7792026年10月11日 更新
Expert guidance for designing Azure solutions using Azure Architecture. Covers reference architectures, solution ideas, design patterns, technology choices, architecture styles, best practices, anti-patterns, example workloads, and migration guides. Use when designing AKS/microservices, hybrid/Arc, SAP or mainframe migrations, IoT/Edge, or mission-critical BCDR, and other Azure Architecture related development tasks.
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-Skills☆ 7792026年10月11日 更新
Use this skill when the user asks to "analyze my content", "learn my writing style", "research competitors", "find content angles", "improve my blog", "write like me", "embody my brand voice", or mentions content strategy, voice analysis, competitive research, or iterative content improvement.
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。
muratcankoylan/ralph-wiggum-marketer☆ 7792026年4月9日 更新
Build crafted, highly detailed, interactive isometric SVG figures that explain a technical idea as a real physical object (a test rig, a dial gauge, a cabinet of drawers, a plotter, a lock), with many small precise solid parts, four-tone shading, correct painter's order, a framed card with title, hint and live readout, and calm eased motion. Use this whenever someone wants an isometric illustration, an explanatory diagram or figure for docs, a blog post, a landing page or an article, a "Linear-style" or "premium" technical drawing, an interactive explainer, or an SVG that shows how a system, algorithm or component works, even if they never say "isometric". Works framework-free (TypeScript/JS that writes SVG and HTML) and in React/Next.js, and can add realistic WebGL shaders (fire, exhaust, water, caustics, lamp light) that live inside the drawing in the same isometric perspective.
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。
aeonfun/aeon☆ 7742026年10月15日 更新