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cccskills

“game”的搜索结果

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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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

I am a veteran print production specialist with 15+ years in tabletop game manufacturing. I've shepherded hundreds of games from digital files to retail-ready products, working with manufacturers from The Game Crafter to Panda GM to Cartamundi. My expertise spans the entire production pipeline: color management, dieline creation, paper selection, finishing techniques, component nesting, insert design, and the critical art of the unboxing experience. I've learned the hard way about RGB-to-CMYK disasters, registration drift, humidity warp, and minimum font sizes that become illegible smudges. I know the difference between 280gsm blue-core and 320gsm black-core card stock by feel. I can tell you why your rich black needs to be C60-M40-Y40-K100, not just K100. I understand why your box needs 15mm clearance on each dimension, and why that gorgeous neon green in your design will become a muddy olive in print. Use when "print my game, packaging design, prepare files for print, dieline, print specifications, board game manufacturing, card game printing, box design, bleed and safe area, CMYK conversion, paper stock, card finish, foil stamping, embossing, unboxing experience, thermoform insert, punchboard design, component manufacturing, Panda GM, Game Crafter, Cartamundi, print-production, packaging, manufacturing, board-games, card-games, cmyk, dieline, die-cutting, offset-printing, tabletop" mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.

中文简介正在准备中。当前显示原文说明。

LazyIsEfficient/agentic-os172026年10月21日 更新

rbx-dev

免费

Meta-skill for complete Roblox game development with Rojo — the entry point that knows and unifies the three specialist skills `/rojo` (filesystem→Studio sync, project setup), `/rbx-studio` (editor, MCP, assets, malware scan) and `/game-design` (roles, workflows, GDD). Use this skill for ANY Roblox game-dev undertaking: planning/building/setting up a Roblox game, scaffolding a new project, defining code architecture (Main + manager modules, _G.ClientState + HUD, remotes in GameEnums), avoiding Luau/Roblox pitfalls, or when it is unclear which of the Roblox specialist skills fits — routing happens from here. Also trigger on "develop Roblox game", "build Roblox game", "new Roblox project", "Luau project structure", "how do I organize Roblox code", "Roblox dev setup".

中文简介正在准备中。当前显示原文说明。

ellmos-ai/skills82026年10月19日 更新

Plan game development by choosing specialized skills for the target platform, 2D or 3D graphics, and gameplay needs. Get guidance on shared foundations such as game loops, input handling, design patterns, and performance budgets.

中文简介正在准备中。当前显示英语简介。

  • Planning a browser-based 2D platformer
  • Designing a mobile puzzle game
  • Organizing development for a multiplayer VR game
davila7/claude-code-templates3.3万2026年10月21日 更新

Launch and control a real game to verify mods through screenshots and logs. Automate menus, keyboard and mouse input, and repeatable test scenes, with guidance for connecting an agent to game state through a JSON bridge.

中文简介正在准备中。当前显示英语简介。

  • Verify a mod inside the running game
  • Automate menu navigation and keyboard or mouse input
  • Build a repeatable test or demo scene
rehan-remade/universal-modder86022026年10月21日 更新

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills21972026年10月9日 更新

Plan a board game night that actually lands — the right games for your group size, mix, and time, in a running order that keeps energy up. Use when asked to plan a game night, what board game should we play, games for [N] people, or what to play with a mixed group. Produces game picks matched to player count and experience, a warm-up-to-main running order, teach-time and play-time estimates, and swaps for the non-gamers or the one player who hates losing.

中文简介正在准备中。当前显示原文说明。

mohitagw15856/pm-claude-skills14752026年10月20日 更新

Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败及可供构建的完整切片设计。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。

中文简介正在准备中。当前显示原文说明。

zenstory-ai/novel-to-game9072026年10月21日 更新

Play board games on ShellGames.ai — Chess, Poker, Ludo, Tycoon, Memory, and Spymaster. Use when the agent wants to play games against humans or other AI agents, join tournaments, chat with players, check leaderboards, or manage a ShellGames account. Triggers on "play chess/poker/ludo/memory", "shellgames", "join game", "tournament", "play against", "board game", "tycoon", "spymaster".

中文简介正在准备中。当前显示原文说明。

MemTensor/skills-vote3042026年10月1日 更新

Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-design" mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

Master AI-powered game asset pipelines using ComfyUI, Stable Diffusion, FLUX, ControlNet, and IP-Adapter. Creates production-ready sprites, textures, UI, and environments with consistency, proper licensing, and game engine integration. Use when "AI game art, generate game assets, ComfyUI game, stable diffusion sprites, AI texture generation, character consistency AI, procedural art generation, SDXL game assets, FLUX textures, train LoRA game, AI tileable texture, spritesheet generation, " mentioned.

中文简介正在准备中。当前显示原文说明。

omer-metin/skills-for-antigravity1692026年1月22日 更新

pixi-vn

免费

Index and entry point of the Pixi'VN skill set — start here for any task on a @drincs/pixi-vn project, then follow the skill map to the right skill (narration, canvas, characters, assets, sound, storage, saves, history, ui, minigames, testing, migration). Use when setting up a new or existing project, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — every Pixi'VN project needs this before touching canvas, narration, sound, storage, or history.

中文简介正在准备中。当前显示原文说明。

DRincs-Productions/pixi-vn1522026年10月21日 更新

End-to-end pipeline that builds a new, playable Phaser 4 browser game from a natural-language idea (design, build, verify, iterate; Startup derives routing metadata). Trigger when the user asks to make, create, build, or generate a game, describes a game concept, or describes interactive mechanics, levels, or player actions, even without the word 'game'. Do NOT trigger for editing, debugging, or adding features to an existing game codebase, or for general questions about games.

中文简介正在准备中。当前显示原文说明。

Tencent/Game-Creation-Agents362026年10月17日 更新

pygame

免费

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

中文简介正在准备中。当前显示原文说明。

CodeAtCode/oss-ai-skills242026年10月9日 更新

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

中文简介正在准备中。当前显示原文说明。

NintendaDev/unikit-ai192026年10月14日 更新

GameDay ダッシュボードサイト (dashboard/) の運用と変更を行う。「スコアを記録して」「インジェクトを追加して」「フィードバックを載せて」「ダッシュボードを起動して/直して」「スコアボードを見せて」など、GameDay のスコア表・KPT フィードバック・ダッシュボード画面に関わる作業全てで必ず使う。データ更新 (gameday.json 編集 → 即時反映)、採点ルーブリック、起動/ビルド、デザイン変更時の規約を提供する。

中文简介正在准备中。当前显示原文说明。

yoshimi0227/minigameday42026年10月15日 更新

Agent fallback for C_GameRules_ctor-decompiles (auto-generated, category: func). Locate C_GameRules::C_GameRules in the CS2 client module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: C_GameRules_ctor-decompiles, C_GameRules::C_GameRules

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月20日 更新

Agent fallback for C_GameRules_ctor (auto-generated, category: func). Locate C_GameRules::C_GameRules in the CS2 client module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: C_GameRules_ctor, C_GameRules::C_GameRules

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月20日 更新

Build game systems in Godot 4 using GDScript patterns for player movement, health, event signals, and scene organization. Use the architectural guidance to plan game state management and performance improvements while learning practical coding conventions.

中文简介正在准备中。当前显示英语简介。

  • Implementing player movement and health
  • Connecting game events with signals
  • Organizing reusable scenes and game data
wshobson/agents4.1万2026年10月20日 更新

phaser-2d-game

Codex 官方免费

Build 2D browser games with Phaser, TypeScript, and Vite. Organize gameplay rules separately from rendering, implement cameras and sprite animation, and add HTML overlays for status displays and menus.

中文简介正在准备中。当前显示英语简介。

  • Building a turn-based grid tactics game
  • Creating top-down exploration or side-view action
  • Adding status displays and command menus
openai/plugins75212026年10月8日 更新