Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
$ npx skills add jame581/GodotPrompter --skill popochiu -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter popochiu --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/popochiu .claude/skills/popochiu && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .claude/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/popochiuType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill popochiu -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter popochiu --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/popochiu .agents/skills/popochiu && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .agents/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill popochiu -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter popochiu --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/popochiu .cursor/skills/popochiu && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .cursor/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/popochiu--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill popochiu -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter popochiu --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/popochiu .gemini/skills/popochiu && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .gemini/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter popochiuInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill popochiu -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/popochiu .github/skills/popochiu && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .github/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill popochiu -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter popochiu --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/popochiu .opencode/skills/popochiu && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "popochiu" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/popochiu into .opencode/skills/popochiu/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "popochiu", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
popochiuA skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
Popochiu is an agent skill from jame581/GodotPrompter. Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/dialogs.md`, `references/gui.md` and `references/inventory.md`).
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comcarenalgas.itch.ioFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Popochiu loads about 2.6k tokens when it runs, and up to ~7.1k if it reads all its reference files. Until then it costs about 42 tokens; SKILL.md has 951 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 951 words, ~2,632 tokens.
.claude/skills/popochiu/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.Related skills: dialogue-system for hand-rolled dialogue data, inventory-system for generic inventory patterns, save-load for core-engine persistence.
Addon: Popochiu · version
v2.1.1· Godot 4.6 · MIT · source: https://github.com/carenalgas/popochiu · pure GDScript (no C# API — GDScript-only skill).
| Approach | Best for |
|---|---|
Hand-rolled (dialogue-system + inventory-system + state-machine) | Custom genre, tight control over every system, no editor tooling needed |
| Popochiu | Full point-and-click adventure (AGS/PowerQuest-style): rooms, walk-to-click, verb-based interaction, dialog trees, inventory, save/load — wired together with dock-generated scaffolding |
Choose Popochiu when you're building a classic point-and-click adventure and want the room/character/prop/dialog/inventory pipeline pre-built, with a dock that scaffolds new objects and autoload registries that give autocomplete (R.House, C.Popsy, I.Key, D.PopsyHouseChat). Hand-roll with dialogue-system + inventory-system + state-machine when your genre isn't point-and-click, or you need full control over the interaction model. Popochiu requires Godot 4.6 and is GDScript-only (no C# API).
addons/popochiu/ into your project.PopochiuResources.init_file_structure() scaffolds res://game/ (layout below) plus popochiu_data.cfg (a ConfigFile registry of every room/character/item/dialog) and popochiu_globals.gd (an empty Globals autoload — add your own state here).9 Verb, Sierra, SimpleClick, or Custom).Dock-generated layout:
res://game/
popochiu_globals.gd # Globals autoload — add vars/on_save/on_load
popochiu_data.cfg # registry of rooms/characters/items/dialogs/GUI/setup
autoloads/{r,c,i,d,a}.gd # generated — never hand-edit; rewritten per new object
rooms/<name>/room_<name>.gd (+ .tscn, state script)
characters/<name>/character_<name>.gd (+ .tscn, state script)
inventory_items/<name>/inventory_item_<name>.gd (+ .tscn, state script)
dialogs/<name>/dialog_<name>.gd (+ .tres)
gui/gui.tscn, gui/gui_commands.gd
transition_layer/transition_layer.tscn (+ .gd)Game scripts talk to Popochiu almost entirely through short autoload singletons (not PopochiuUtils or class names, which are for engine-internal code):
| Autoload | Interface | Purpose | Key signature |
|---|---|---|---|
E | Popochiu | Core engine: queue/cutscene scripting, save/load, camera, commands | func queue(instructions: Array, show_gui := true) -> void |
R | PopochiuIRoom | Room registry & navigation | func goto_room(script_name := "", use_transition := true, store_state := true, ignore_change := false) -> void |
C | PopochiuICharacter | Character registry (C.player, C.Popsy) | func walk_to_clicked(offset := Vector2.ZERO) -> void |
I | PopochiuIInventory | Inventory registry & active item | func set_active_item(item: PopochiuInventoryItem = null) -> void |
D | PopochiuIDialog | Dialog registry & inline dialogs | func show_inline_dialog(options: Array) -> PopochiuDialogOption |
G | PopochiuIGraphicInterface | GUI control: block/unblock, show/hide, hover/system text | func show_system_text(msg: String) -> void |
A | PopochiuIAudio | Audio cue registry (A.sfx_boing) | func is_playing_cue(cue_name: String) -> bool |
R/C/I/D back onto generated files (res://game/autoloads/*.gd) rewritten every time you create an object in the dock — never hand-edit them; put custom logic in the object's own script instead. Two more singletons round out the surface: T (PopochiuITransitionLayer, screen transitions — §4) and Cursor (mouse cursor rendering).
Create rooms from the dock's "Create room" button — it scaffolds room_<name>.gd/.tscn under res://game/rooms/<name>/ with child nodes $Props, $Characters, $Hotspots, $Regions, $WalkableAreas, $Markers. A room needs at least one enabled Walkable Area or characters won't path on click.
R.goto_room() changes rooms — there is no E.goto_room(); room navigation lives on R:
func _on_click() -> void:
await C.player.walk_to_clicked()
R.goto_room("Garden")E.queue() scripts a cutscene from an ordered instruction list — mix Callables (the queue_* twin of any action) and plain strings:
func _on_room_transition_finished() -> void:
E.queue([
"Popsy: Finally, some fresh air.",
C.Popsy.queue_walk_to(Vector2(400, 300)),
"...", # 1s pause
C.Popsy.queue_say("Now, where did I put that key?"),
])String shorthand accepted by queue()/cutscene(): "Name: text" (says a line), "Name(emotion): text", "Name[N]: text" (auto-continues after N seconds), "."/".."/"..." (0.25s/0.5s/1s pauses, doubling per dot), any other string shown via G.show_system_text(). E.cutscene() is additionally skippable via the popochiu-skip input action (default Esc).
Room transitions go through T (new in 2.1) — not the deprecated E.play_transition()/E.queue_play_transition() (still present in 2.1.1 but print a runtime warning):
await T.play_transition("fade", 0.5, T.PLAY_MODE.IN_OUT)R.goto_room() plays the project's default transition automatically unless called with use_transition := false.
| Type | Base | Purpose |
|---|---|---|
| Prop | PopochiuProp (Area2D) | Visible/interactive scenery — sprite, optional link_to_item, can be a nav obstacle |
| Hotspot | PopochiuHotspot (Area2D) | Invisible interaction zone (no sprite of its own — e.g. part of the background art) |
| Region | PopochiuRegion (Area2D) | Trigger area that tints/scales a character on enter/exit; does not receive clicks |
Props, Hotspots, and Characters all extend PopochiuClickable and share one virtual lifecycle. Override these underscore-prefixed methods in generated scripts — the engine calls public wrappers (on_click(), etc.) that call these internally, so never override the public wrapper itself:
# prop_key.gd
extends PopochiuProp
func _on_click() -> void:
await C.player.walk_to_clicked()
I.Key.add_as_active()
func _on_item_used(item: PopochiuInventoryItem) -> void:
if item == I.Oil:
await C.player.say("That should stop it squeaking.")Full callback set: _on_room_set, _on_click, _on_double_click, _on_right_click, _on_middle_click, _on_item_used(item), _on_position_changed, _on_movement_started, _on_movement_ended.
Command-based GUI, at a glance: each shipped GUI template (9 Verb / Sierra / SimpleClick) registers verbs via E.register_command(id, "Display Name", fallback). On click, Popochiu snake_cases the active command and looks for on_<command>() on the clicked object (e.g. on_look_at()) before falling back to _on_click(). Full mechanics — including E.current_command, registering custom commands, and the deprecated E.active_command snippet you may see in older tutorials — are in references/gui.md.
Create characters from the dock; the first one created becomes the Player Character. Say a line with an optional emotion:
await C.player.walk_to_clicked()
await C.player.say("What a mess.", "annoyed")Emotions map to voice_cues and avatars export arrays (emotion name → audio cue / GUI portrait); say() sets emotion for the duration of the line, then resets it to "".
Start a named dialog tree from a click handler:
func _on_click() -> void:
await C.player.face_clicked()
D.PopsyHouseChat.start()Dialog trees are PopochiuDialog resources with branching options, per-option conditions, and handler methods — full authoring pattern (including the Array-only turn_on_options()/turn_off_options() gotcha) is in references/dialogs.md.
Deep dives: references/dialogs.md, references/inventory.md, references/gui.md, references/pipeline.md
R.goto_room() — not a nonexistent E.goto_room()E.queue([...])/E.cutscene([...]), not bare queue_*() calls (those are silent no-ops outside a queue)queue_ action calls (say(), walk_to(), …) are awaited, or they run concurrently instead of sequentiallyT.play_transition(), not the deprecated E.play_transition()res://game/autoloads/{r,c,i,d,a}.gd are never hand-edited — they're dock-regenerated*_state.gd resource (JSON-safe types, or _on_save/_on_load overrides for complex ones)turn_on_options()/turn_off_options()/turn_off_forever_options() are called with an Array, even for one idon_<command>() (verb-specific) or the _on_click() fallback — never override the public on_click() wrapper itselfres://game/gui/ tree© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/popochiu of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Popochiu next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Popochiu this skilljame581/GodotPrompter | 805 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Works with
Categories
A skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI. Popochiu is an agent skill from jame581/GodotPrompter.
Popochiu fits situations like: using the Popochiu addon — point-and-click adventure framework with rooms; A command-based GUI.
Run `npx skills add jame581/GodotPrompter --skill popochiu -a claude-code`. Or copy the skill folder (skills/popochiu in jame581/GodotPrompter) into .claude/skills/popochiu in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill popochiu -a codex`. Or copy the skill folder (skills/popochiu in jame581/GodotPrompter) into .agents/skills/popochiu in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill popochiu -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/popochiu, .gemini/skills/popochiu, .github/skills/popochiu and .opencode/skills/popochiu in your project.
SKILL.md names no scripts, command-line tools or credentials: Popochiu is instructions for the agent only.
SKILL.md names 2 domains. As links in the text: github.com and carenalgas.itch.io. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Popochiu is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.6k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Popochiu: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.