jame581
- 74 skills
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- 6 hours ago last updated
- ▌ Verify · jame581Use when a change to Timinute needs to be confirmed working in the real running app — launching the app locally, logging in, and driving the affected pages end-to-end (not just tests).
- ▌ New Spec · jame581Use when the user runs /new-spec <feature-name> to scaffold a Timinute design spec in docs/superpowers/specs/ following the house template and spec-first workflow.
- ▌ Add Migration · jame581Use when the user runs /add-migration <MigrationName> to generate, verify, and apply an EF Core migration in Timinute after an entity or model change.
- ▌ Release Notes · jame581Use when the user runs /release-notes <version> to draft release notes for a Timinute release from the git history, EF migrations, and specs since the previous tag.
- ▌ Brain Init · jame581 bundleSet up the Claude Brain Logseq graph (first-time) or add a new project page. Triggers: "init brain", "setup brain", "init brain project <name>", "add project to brain". Don't fire for loads, saves, or status checks — those are handled by brain-load, brain-save, and brain-status.
- ▌ Brain Load · jame581 bundleLoad project context from the Claude Brain Logseq graph into the current session. Triggers: "load brain", "load <project>", "resume <project>", "continue work on <project>", "what do we know about <topic>". Don't fire for write operations (use brain-save), generic questions about Logseq itself, or "open <file>" / "switch to <branch>" requests that mean opening files or switching git branches rather than loading project memory.
- ▌ Brain Save · jame581 bundleSave session context, decisions, progress, and plans to the Claude Brain Logseq graph. Triggers: "save to brain", "save this", "remember this", "store this decision", "log this", "save progress", "before I quit", "wrap up". Don't fire for read operations (use brain-load) or status checks (use brain-status).
- ▌ Brain Doctor · jame581Lint and repair the Claude Brain Logseq graph — find and fix format violations that create phantom pages or broken macros. Triggers: "brain doctor", "lint brain", "check brain health", "clean up brain", "fix brain", "graph hygiene", "why are there empty pages", "find broken pages", "backfill digests", "rebuild digest for <project>". Don't fire for loads (use brain-load), saves (use brain-save), status/analytics (use brain-status), or first-time setup (use brain-init).
- ▌ Brain Status · jame581Show a dashboard of all projects in the Claude Brain graph, or graph analytics. Dashboard triggers: "brain status", "show projects", "show brain", "what's in my brain", "project dashboard", "brain overview", "list projects", "summary". Analytics triggers: "brain stats", "graph analytics", "graph activity over time". Don't fire for loads (use brain-load) or saves (use brain-save).
- ▌ Beehave · jame581 bundleUse when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
- ▌ Limboai · jame581 bundleUse when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
- ▌ Godot UI · jame581 bundleUse when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
- ▌ Popochiu · jame581 bundleUse when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
- ▌ Event Bus · jame581 bundleUse when implementing decoupled communication between nodes — global EventBus autoload with typed signals
- ▌ Save Load · jame581 bundleUse when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
- ▌ Hud System · jame581 bundleUse when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
- ▌ Gdextension · jame581 bundleUse when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
- ▌ Audio System · jame581 bundleUse when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
- ▌ Csharp Godot · jame581Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
- ▌ Godot Mentor · jame581Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
- ▌ Localization · jame581 bundleUse when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
- ▌ 2d Essentials · jame581 bundleUse when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
- ▌ 3d Essentials · jame581 bundleUse when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
- ▌ AI Navigation · jame581 bundleUse when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
- ▌ Camera System · jame581 bundleUse when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
- ▌ Godot Testing · jame581 bundleUse when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
- ▌ Particles Vfx · jame581 bundleUse when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
- ▌ Responsive UI · jame581 bundleUse when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
- ▌ Shader Basics · jame581 bundleUse when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
- ▌ State Machine · jame581 bundleUse when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
- ▌ Ability System · jame581 bundleUse when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
- ▌ Csharp Signals · jame581 bundleUse when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture
- ▌ Input Handling · jame581 bundleUse when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
- ▌ Multithreading · jame581 bundleUse when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
- ▌ Phantom Camera · jame581Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
- ▌ Physics System · jame581 bundleUse when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
- ▌ Xr Development · jame581 bundleUse when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
- ▌ Assets Pipeline · jame581 bundleUse when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
- ▌ Dialogue System · jame581 bundleUse when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
- ▌ Export Pipeline · jame581 bundleUse when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
- ▌ Godot Debugging · jame581 bundleUse when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
- ▌ Math Essentials · jame581 bundleUse when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
- ▌ Tween Animation · jame581 bundleUse when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
- ▌ Animation System · jame581 bundleUse when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
- ▌ Component System · jame581Use when building reusable node components — composition patterns, component communication, and interface design
- ▌ Dedicated Server · jame581 bundleUse when building dedicated servers — headless export, server architecture, lobby management, and deployment
- ▌ Dialogue Manager · jame581Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
- ▌ Inventory System · jame581 bundleUse when building inventory systems — Resource-based items, slot management, stacking, and UI binding
- ▌ Multiplayer Sync · jame581 bundleUse when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
- ▌ Resource Pattern · jame581 bundleUse when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
- ▌ Addon Development · jame581 bundleUse when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
- ▌ Gdscript Advanced · jame581 bundleUse when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
- ▌ Gdscript Patterns · jame581 bundleUse when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
- ▌ Godot Code Review · jame581Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
- ▌ Player Controller · jame581 bundleUse when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
- ▌ Godot Optimization · jame581 bundleUse when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
- ▌ Mobile Development · jame581 bundleUse when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
- ▌ Multiplayer Basics · jame581 bundleUse when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
- ▌ Scene Organization · jame581Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
- ▌ Godot Brainstorming · jame581 bundleUse when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
- ▌ Godot Project Setup · jame581Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
- ▌ Dependency Injection · jame581 bundleUse when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
- ▌ Using Godot Prompter · jame581 bundleBootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
- ▌ Procedural Generation · jame581 bundleUse when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
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- ▌ Session Card Broken · jame581Fixture — session card region is empty; the validator must reject this
- ▌ Session Card Missing · jame581Fixture — the session card END marker is absent; the validator must reject this
- ▌ Releasing Godot Prompter · jame581Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
- ▌ Session Card Oversized · jame581Fixture — session card region exceeds the byte cap; the validator must reject this
- ▌ Authoring Godot Prompter Skills · jame581Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.