Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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…
$ npx skills add MengTo/Skills --skill game-dev-combat-animation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills game-dev-combat-animation --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/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .claude/skills/game-dev-combat-animation && 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 "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .claude/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animationType 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 MengTo/Skills --skill game-dev-combat-animation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills game-dev-combat-animation --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .agents/skills/game-dev-combat-animation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .agents/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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 MengTo/Skills --skill game-dev-combat-animation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills game-dev-combat-animation --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .cursor/skills/game-dev-combat-animation && 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 "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .cursor/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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/MengTo/Skills.git --path agent-skills/game-combat/game-dev-combat-animation--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 MengTo/Skills --skill game-dev-combat-animation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills game-dev-combat-animation --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .gemini/skills/game-dev-combat-animation && 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 "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .gemini/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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 MengTo/Skills game-dev-combat-animationInstalls 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 MengTo/Skills --skill game-dev-combat-animation -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .github/skills/game-dev-combat-animation && 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 "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .github/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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 MengTo/Skills --skill game-dev-combat-animation -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install MengTo/Skills game-dev-combat-animation --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .opencode/skills/game-dev-combat-animation && 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 "game-dev-combat-animation" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/game-combat/game-dev-combat-animation into .opencode/skills/game-dev-combat-animation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-dev-combat-animation", 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.
game-dev-combat-animationBuild, 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…
Game Dev Combat Animation is an agent skill from MengTo/Skills. 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…
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 30 other files, including scripts and reference files (for example `references/review.md`, `references/rules.md` and `references/techniques.md`).
It sits in Game Development, covering Game development. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.
9 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 83a47fe. 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.
Ships 12 files in scripts/ (JavaScript, Shell, Python and Swift, from the files we listed), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From 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.
Game Dev Combat Animation loads about 2k tokens when it runs, and up to ~9.4k if it reads all its reference files. Until then it costs about 223 tokens; SKILL.md has 1,099 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); the scripts in this folder are not scanned.
The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 1,099 words, ~1,983 tokens.
.claude/skills/game-dev-combat-animation/SKILL.md (or your agent's skills folder). This skill also uses 27 other files; get the full folder from GitHub.Distilled from the Thornvigil knight-and-archer pass (2026-09-30 to 10-01, releases 1.0.71 and 1.0.72). Its outcome:
Read references/thornvigil.md for the project's files, commands and current state, and references/traps.md before changing keys.
docs/combat-animation-standard.md (or the project's equivalent) with the move's own numbered rules:u, the forearm direction f and the blade b, then run keydesign.mjs. It returns the hand target and flags:references/techniques.md.armcheck.mjs for joint ranges and the skin's stretch and crush per arm region on the real mesh;at.mjs for the fist and blade at given times;knight-measure.mjs, anchor.mjs or drawfit.mjs.
Fix numbers that break a rule before spending a capture.references/review.md and templates/.workflow-ship-change skill. If a pushed but unpublished release regresses, correct it in place with a follow-up commit; don't add a version for something players never saw.vidcompose.py + encode.swift).The rig has no twist or corrective bones; past these ranges the skin visibly wrings, crushes or stretches. Every frame of every strike stays inside them, on both bodies, measured on the real skinned mesh.
| Rule | Limit |
|---|---|
| Elbow flexion | 10–152°; the striking or drawing arm keeps ≥20° through the middle 80% of the move |
| Contact reach | sword hand ≥60% of arm length from the shoulder at contact (reach into the blow, never lock) |
| Wrist | bend ≤50°, roll ≤45°; sword wrist capped at 40°; a drawing hand held straight |
| Twist | forearm roll ≤52°, upper-arm roll ≤52° |
| Raise | ≤105° from hanging (shoulder skin crushes beyond); no overhead raises |
| Skin | the worst 1% of each arm or hand region's edges: stretch ≤2×, crush ≤3× against the bind |
| Hands | always in a pose: fist on a grip, hook on a string (set → loose → follow-through), relaxed when empty; never splayed or clawed |
| Paths | hands ride their shoulders and arc about them between keys; blade keys stay reachable (25–115° off the forearm) |
Full rules, with the reasons and the tests that enforce them, are in references/rules.md.
f.references/traps.md has symptom → cause → fix for each. The short list:
head bone is +Y forward and +Z down. Check any bone-local offset against mesh landmarks (face.mjs).src while a capture runs.location.reload(), wait before evaluating the next script.Lead with what changed in the moves and whether it is live. Then give:
Say plainly when a score sits short of the target and why.
© MengTo, 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 27 other files (scripts, references) in agent-skills/game-combat/game-dev-combat-animation of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
Game Dev Combat Animation 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 |
|---|---|---|---|---|---|---|
| Game Dev Combat Animation this skillMengTo/Skills | 6.7k | — | ~2k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.8k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
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.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes.
MengTo/Skills
Draws a slim, long-limbed character acting out one coding or design moment as an outline-free flat SVG card, in a fixed measured palette with confetti and no ground line.
MengTo/Skills
Draws flat vector spot illustrations of lanky people doing design and coding things, with solid black as a main fill, for empty states, onboarding and error pages.
MengTo/Skills
Draws cozy animal scenes as hand-authored 480x360 SVG cards in a grainy, risograph-like gouache style on hot pink, for empty states, headers and marketing cards.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes.
MengTo/Skills
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea.
Categories
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…. Game Dev Combat Animation is an agent skill from MengTo/Skills. 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.
Game Dev Combat Animation fits situations like: reworking any attack; the user says arms; weapons look stretched; they ask for a standard.
Run `npx skills add MengTo/Skills --skill game-dev-combat-animation -a claude-code`. Or copy the skill folder (agent-skills/game-combat/game-dev-combat-animation in MengTo/Skills) into .claude/skills/game-dev-combat-animation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add MengTo/Skills --skill game-dev-combat-animation -a codex`. Or copy the skill folder (agent-skills/game-combat/game-dev-combat-animation in MengTo/Skills) into .agents/skills/game-dev-combat-animation 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 MengTo/Skills --skill game-dev-combat-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-dev-combat-animation, .gemini/skills/game-dev-combat-animation, .github/skills/game-dev-combat-animation and .opencode/skills/game-dev-combat-animation in your project.
Going by SKILL.md and its folder, Game Dev Combat Animation needs JavaScript, a shell, Python and Swift for the scripts in its folder. Our summary lists: Python 3; Node.js; A Bash shell.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Game Dev Combat Animation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 7.9k 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 7.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game Dev Combat Animation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,675 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.
Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.