Agent skill

Scenario Godot 2D

by scenario-labs in scenario-labs/skills

A skill your agent uses when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code…

MITAuto-check passedGame Development

Install Scenario Godot 2D

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-godot-2d -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-godot-2d --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-2d .claude/skills/scenario-godot-2d && rm -rf skills-src

Use ~/.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/

Facts

Skill name
scenario-godot-2d
GitHub stars
946
Token cost
~5.3k tokens
SKILL.md length
2,132 words
Files
19 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code…

  • Works in 9 steps: Feel is numbers you can test. Solve… → Forgive in time and space. Coyote time,… → Top-down: move_toward, not length… → …
  • Building a 2D game in Godot 4.7: make a platformer
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Calls npx

What it does

Scenario Godot 2D is an agent skill from scenario-labs/skills. Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

Its SKILL.md is about 5.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 22 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development and Sprites and pixel art. It works with Godot. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Building a 2D game in Godot 4.7: make a platformer
  • Top-down controller that feels right (coyote time
  • TileMapLayer and TileSet in code
  • Terrains and autotiles that pick wrong tiles

Example prompts

  • “/scenario-godot-2d”

Requirements

  • Node.js

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Feel is numbers you can test. Solve gravity and take-off speed from jump height and time to apex, and make the height a multiple of the…
  2. Forgive in time and space. Coyote time, jump buffer, corner correction and a jump cut are each a few lines (The Shaggy Dev). Count windows…
  3. Top-down: move_toward, not length arithmetic. Additive acceleration needs limit_length; subtracting decel from the length goes negative…
  4. A camera is designed, not parented. Lookahead, ignore jumps and re-baseline on landing, damping, shake with an off switch (Mark Brown…
  5. Jitter is a tick-rate problem. At 144 Hz with 60 physics ticks, physics interpolation gave the ideal 0.289 px RMS for every camera setup…
  6. Pixel-perfect is a stretch decision. viewport + integer locks everything to art pixels, lights included. 640x360 (the docs' base) and…
  7. Tiles are data you can audit. One TileMapLayer per layer, an external TileSet, terrain mode matched to the tile count, and peering bits…
  8. Generated art is checked before import. Find the pixel scale and grid phase, snap if off-grid, register every clip on its feet line, and…
  9. Physics layers are named and single. One collision layer per object, many masks; name layers by what the checker needs ("bombable"), in…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 11 files in scripts/, which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Godot 2D loads about 5.3k tokens when it runs, and up to ~21k if it reads all its reference files. Until then it costs about 119 tokens; SKILL.md has 2,132 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~119
When it runs · the whole SKILL.md, loaded when a task matches
~5.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~21k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,132 words, ~5,306 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-godot-2d/SKILL.md (or your agent's skills folder). This skill also uses 18 other files; get the full folder from GitHub.
name
scenario-godot-2d
description
Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.
license
MIT

Godot 2D (developer and artist)

Target: Godot 4.7.2 standard build, macOS, run headless or in small windows through the scenario-godot-expert toolkit.

Expert level in 2D means feel and pixels are measured, not eyeballed: a jump has a height in tiles and a coyote window in ticks, a camera has a lag in pixels, a pixel-art screen has an integer factor and a fringe count. The agent builds tiles, controllers and cameras in code, proves them with deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-godot-expert (channels, review loop, toolkit gd_env, gd_run, gd_review, 4.x traps).

Stance (the expert delta)

  1. Feel is numbers you can test. Solve gravity and take-off speed from jump height and time to apex, and make the height a multiple of the tile size (The Shaggy Dev, Bsy8pknHc0M [00:04:13]). Godot then loses about v·dt/2 of it: 53.5 px for a 56 px design at 60 ticks, measured. The kit adds g·dt/2 and lands 56.25 px [added].
  2. Forgive in time and space. Coyote time, jump buffer, corner correction and a jump cut are each a few lines (The Shaggy Dev). Count windows in whole ticks: float timers gave 5 coyote moves for 0.1 s instead of 6 [added, measured].
  3. Top-down: move_toward, not length arithmetic. Additive acceleration needs limit_length; subtracting decel from the length goes negative and vibrates (55 sign flips in 60 ticks, measured). Steering never arrives without a minimum step (BT Plays Games, m71-kZgYXlw [00:07:30], [00:14:08]).
  4. A camera is designed, not parented. Lookahead, ignore jumps and re-baseline on landing, damping, shake with an off switch (Mark Brown, GMTK). Damping lags by speed/damping and eats lookahead: 32 px of lookahead gave a 16 px lead at 120 px/s, so state both numbers. Zoom with Camera2D.zoom (2 zooms in), never by resizing the viewport (DevWorm, RlSpjIb7TLo [00:08:14]).
  5. Jitter is a tick-rate problem. At 144 Hz with 60 physics ticks, physics interpolation gave the ideal 0.289 px RMS for every camera setup. Without it the background stepped 0, 1, 2 px, and Idle camera smoothing made the player wobble 3 px. Camera2D.process_callback defaults to Idle: with interpolation off, set CAMERA2D_PROCESS_PHYSICS yourself (Chris' Tutorials, 43c-Sm5GMbc [00:28:37]); with it on, Godot forces Physics.
  6. Pixel-perfect is a stretch decision. viewport + integer locks everything to art pixels, lights included. 640x360 (the docs' base) and 320x180 both integer-scale to 720p, 1080p, 1440p and 4K with no bars, measured; pick by native art size. Ship Exclusive Fullscreen (window mode 4): a 1 px strip drops 640x360 on 4K from 6x to 5x, measured (docs, Multiple resolutions). canvas_items gives smooth rotation and sub-pixel motion (Heartbeast prefers it). For locked art with a gliding camera, render a SubViewport at base + 2 px and shift the upscaled image by the remainder (Barry's Dev Hell).
  7. Tiles are data you can audit. One TileMapLayer per layer, an external TileSet, terrain mode matched to the tile count, and peering bits checked cell by cell. Paint the land, never the water side (DevWorm, ZutpG0_CYrQ [00:32:47]); in the GUI, paint bits outer ring first, then the center cross (bluuDevGames, CLcFC6ku240 [00:12:28]). Pick a dual grid (16 tiles, display layer offset half a tile) when every corner must round the same (jess::codes, jEWFSv3ivTg [00:02:26]). Then look at a sampler capture, because index checks pass on wrong art [added].
  8. Generated art is checked before import. Find the pixel scale and grid phase, snap if off-grid, register every clip on its feet line, and check the key-color fringe under linear filtering [added, with scenario-sprite-pipeline].
  9. Physics layers are named and single. One collision layer per object, many masks; name layers by what the checker needs ("bombable"), in layer_names/2d_physics/layer_N (Bogner, HFBNd4Z4vXM [00:10:58] to [00:14:17]). A new body starts on layer 1 and mask 1: adding a layer without clearing 1 gives 2 bits, measured.

Establish first

QuestionWhy it changes the planDefault
Pixel art or smooth 2D?stretch mode, filter, light resolution, camera methodpixel art: base 640x360 (320x180 for very small art), viewport + keep + integer, Nearest, Exclusive Fullscreen
Locked grid or smooth camera over pixels?viewport alone, or pixel_viewport.gdsmooth camera via pixel_viewport.gd when the camera moves slowly
Platformer or top-down?GROUNDED or FLOATING, which kit bodyfrom the brief
Tile size and terrain style47-blob, 16-tile sides, or dual grid16 px, 47-blob terrain
Target displaysinteger factors and bars1280x720, 1366x768, 1920x1080, 2560x1440, 3840x2160
Refresh and networkingphysics interpolation on or offon (off for networked games with their own smoothing, docs)
Art sourceScenario manifest, hand-made, placeholdergd_2d.make_* placeholders until art lands

Workflow

  1. Project. P = gd_env.base_project("2d", ...), gd_2d.install_kit(P), gd_2d.pixel_art_settings(P, ...), gd_run.import_project(P). GATE: stretch_matrix.gd shows the root picked up base size, mode, integer stretch, Nearest and interpolation; the integer factor and bars for each target window match gd_2d.integer_scales.
  2. Art in. For each generated image: detect_pixel_scale, pixel_grid_check, and snap_to_grid if the phase or scale is off. Then import, audit_imports, and build SpriteFrames from the manifest with sprite_frames_builder.gd plus register() on each sprite. GATE: audit clean; every clip's lowest ink pixel lands on the same world y; key_fringe = 0 on a capture at a non-integer scale.
  3. Tiles. tileset_builder.gd (tile size first, alpha-derived peering bits, collision, occluders, one-way lips), saved as .tres; paint with set_cells_terrain_connect. Use dual_grid.gd when the art is a 16-tile dual set. GATE: terrain_tools.audit_layer gives 0 side and 0 corner mismatches; a sampler capture (ring, cross, single cells, inner corners) looks right on a contact sheet.
  4. Character. platformer_body.gd + platformer_tuning.gd Resource, or topdown_body.gd. Brain and body are split so tests drive intents. GATE (--fixed-fps 60, one move per await body.stepped): apex within 0.5 px of design; coyote and buffer counted in moves; largest gap in tiles; no snag on tile seams; top-down stops at exactly 0 and diagonal speed equals straight speed.
  5. Camera. follow_camera_2d.gd (physics step, limits from the layer's used rect), or pixel_viewport.gd for a smooth view over locked pixels. GATE: camera y still during a jump in place; re-baseline after landing; a long fall keeps the player on screen; shake off gives offset 0. In a windowed run at --fixed-fps 144, background steps are at most 1 px with interpolation on.
  6. Lights, sort, parallax. CanvasModulate + PointLight2D with a radial GradientTexture2D; occluders from tile alpha; y-sorted container with feet origins; Parallax2D per plane. GATE: luma at probe points (lit, shadowed, owner lit vs a no-occluder control); overlap color test behind and in front; parallax shift equals scroll_scale times camera motion; no gap at the lowest zoom; no seam over 90 autoscroll frames.
  7. Audit and hand over. audit_2d.gd:scenes, gd_run.check_all, kit_compile.gd, then a contact sheet of the captures (at most 1600 px), opened and looked at. GATE: no warn findings, 0 compile errors, and the sheet shows no broken tiles, fringes or gaps. In a written plan, inline the core code (settings keys, jump maths, controller step, camera) so it runs without the kit; name kit files only as shortcuts.
Show full SKILL.md (947 more words)Show less

Numbers

ValueMeasured or sourceRelative to
Base 320x180, integer: 4x at 1280x720 and 1366x768 (bars 43, 24), 6x at 1080p, 8x at 1440p, 12x at 4K, 3x at 1170x2532livewindow size
Base 640x360, integer: 2x at 720p and 1366x768 (bars 43, 24), 3x at 1080p, 4x at 1440p, 6x at 4K; 3840x2159 gives 5x with 320 and 180 px barslivewindow size
Jump 56 px, apex 0.35 s, fall 0.28 s: g up 914.3, g down 1428.6 px/s², take-off 327.6 px/s with compensationlive, kit defaults [added]16 px tiles, 60 ticks
Jump cut 0.4: a one-tick tap rises 12.79 px (under a tile); minimum height is about (cut·v)²/2glive, kit defaults16 px tiles
Coyote 0.1 s = 6 airborne moves; buffer 0.1 s = 5 moves before landinglive60 ticks
Corner correction 4 px: a 3 px head clip goes from 34 px to the full 56 pxlive10x14 body
120 px/s run, 56 px jump: clears 4 tiles, not 5live16 px tiles
Top-down 120 px/s, accel 900, decel 1200: 8 moves to max, 6 to stoplive, kit defaults60 ticks
Camera2D smoothing speed: default 5, about 3 felt right, 10 felt like noneDevWorm; default read livepx/s smoothing units
Exponential damping 8/s: 90% of a jump closed in 0.30 s at 30, 60 or 144 Hz; lag = speed / dampingliveframe rate
Jitter floor 0.289 px RMS (interpolation on) vs 0.55 (off) at 144 Hzlivescreen px
Sub-pixel camera at 4x: 1 px steps vs 4 px snappedlivescreen px
Parallax repeat_times for a plane as wide as the view: zoom 1 needs 1, 0.5 needs 3, 0.25 needs 5liveCamera2D zoom
Banded light: a 4-stop Gradient with GRADIENT_INTERPOLATE_CONSTANT gave 4 luma levels across 64 px, LINEAR 64livePointLight2D over CanvasModulate
Fringe: 73 tinted px without fix_alpha_border or fix_alpha_edges(), 0 withlive96 px frame at 0.7x

Quality gates

Every GATE above, plus a contact sheet of the terrain sampler, dual grid, fringe strip and light captures, opened and judged (rounded corners join the shape, no floating pieces, no magenta edge, shadows from the right side). Rubric: critique.md.

Common mistakes

MistakeWhat it looks likeFix
Hand-written project.godotstretch disabled, blurry pixelsgd_2d.pixel_art_settings, read the root back
16-tile sides set in Match Corners and Sidesholes and wrong edges (32 + 10 mismatches)Match Sides, or draw the 47-blob set
Peering bits typed by handrandom edge piecesderive from tile alpha, audit
Jump from the formula onlyapex 2.5 px short, a gap that should clear does notcompensate g·dt/2 or measure and tune
Camera2D as child of the player and nothing elsestatic, short-sighted, jumpyfollow_camera_2d.gd
Idle camera smoothing, interpolation offplayer shakes against the background at 144 Hzphysics interpolation on
Camera2D inside a pixel SubViewport with interpolation onimage jumps -5, +3 pxset canvas_transform (pixel_viewport.gd)
Snap shader expected to pixelate lightfalloff still smoothviewport stretch or a SubViewport world; bands from a CONSTANT gradient; shadow_filter None (the default)
Occluder owner goes darkwall or sprite unlitflip cull mode (screen winding decides), check against a control
Centered sprite origin in a y-sorted containerplayer drawn over a tree it stands behindorigin at the feet, art moved with offset; tall tiles get y_sort_origin
Zoom by changing the viewport or window sizeUI and pixel scale change with itCamera2D.zoom
Fullscreen (mode 3) for integer pixel artfactor drops one step on a 1 px stripExclusive Fullscreen (mode 4)
Shadow baked into the character spriteshadow drawn over the tree trunk behindseparate shadow Sprite2D, z_index = -1; z_as_relative = false once the character has its own z (DevWorm, lvuLjMAr_BE [00:09:24])
Tile animation over a neighboring tile"tiles are already present", 1 frame kepterase the neighbors first (DevWorm, ZutpG0_CYrQ [00:24:13])
Parallax with repeat_times 1 and zoom outmagenta or black gapsparallax_tools.repeat_times_for
Keyed sprite loaded at runtime with linear filteringmagenta outlineimport it, or Image.fix_alpha_edges()
.import edited and reimported in the same secondold texture still usedgd_2d.set_import_params (lowercase bools, mtime bump), check the .ctex changed

Handoffs

  • Receives from scenario-sprite-pipeline, scenario-game-assets, scenario-sprite-animation: PNG or WebP strips, tilesets and a manifest with frames, w, h, ground. Ask for the native pixel size and key color.
  • Receives from scenario-godot-architecture: project layout, autoloads, input action names.
  • Delivers to scenario-godot-gameplay: bodies with intent fields and signals jumped, landed, stepped; TileMapLayers for navigation. scenario-godot-animation: SpriteFrames registered on feet.
  • Delivers to scenario-godot-vfx, scenario-godot-shaders, scenario-godot-ui (HUD via pixel_viewport.world_to_screen), scenario-godot-performance-export, scenario-godot-audio (hooks on landed).
  • Escalate to scenario-godot-expert for channel failures.

Godot 4.7 notes

  • TileMap and ParallaxBackground/ParallaxLayer are deprecated since 4.3: use TileMapLayer (4-arg set_cell) and Parallax2D. Tile physics is chunked by physics_quadrant_size since 4.5. One-way direction (one_way_collision_direction, default (0, 1)) is new in 4.7 (deltas file).
  • Camera2D: enabled plus make_current(), position_smoothing_enabled, ignore_rotation. With interpolation on, a zoom change eases over one tick (2 to 3 frames to reach 2.0, measured).
  • Defaults read in 4.7.2: canvas texture filter Linear, 2D transform snap off, physics interpolation off, CharacterBody2D safe margin 0.08 and floor snap 1 px. Texture import: Lossless, no mipmaps, fix_alpha_border on, detect_3d/compress_to 1.
  • Several occluder polygons on one occlusion layer of one tile work in 4.7.2 (2, kept after save): the second occlusion layer of the 4.3 video (suzF2Y166eA [00:12:22]) is not needed.
  • Godot 3 names to avoid: KinematicBody2D, YSort, Light2D as a node, set_cellv, world_to_map, Camera2D.current.

References

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 18 other files (scripts, references) in skills/game-engines/godot/scenario-godot-2d of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/agentkit/2d/audit_2d.gd
  • scripts/agentkit/2d/dual_grid.gd
  • scripts/agentkit/2d/follow_camera_2d.gd
  • scripts/agentkit/2d/parallax_tools.gd
  • scripts/agentkit/2d/pixel_light.gdshader
  • scripts/agentkit/2d/pixel_viewport.gd
  • scripts/agentkit/2d/platformer_body.gd
  • scripts/agentkit/2d/platformer_tuning.gd
  • scripts/agentkit/2d/sprite_frames_builder.gd
  • scripts/agentkit/2d/terrain_tools.gd
  • scripts/agentkit/2d/tileset_builder.gd
  • … and 2 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Godot 2D 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.

Scenario Godot 2D compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Godot 2D this skillscenario-labs/skills946—~5.3kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT
Godot 2D Essentialsjame581/GodotPrompter805—~2.3kAutomated safety check: PassMIT
Godot 3D World Buildingthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0
Godot Adapt 3D To 2Dthedivergentai/GD-Agentic-Skills821—~4.5kAutomated safety check: PassLGPL-3.0
GecsRandallLiuXin/GodotMaker550—~2.7kAutomated safety check: PassCustom licence

Similar skills

  • AI Game Art Pipeline

    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…

    297 GitHub stars~1.1k tokensUpdated 3 mo ago
    Game DevelopmentAuto-check passed
  • Godot 2D Essentials

    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.

    805 GitHub stars~2.3k tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Godot 3D World Building

    thedivergentai/GD-Agentic-Skills

    Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.

    821 GitHub stars~3.3k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Godot Adapt 3D To 2D

    thedivergentai/GD-Agentic-Skills

    Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…

    821 GitHub stars~4.5k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Gecs

    RandallLiuXin/GodotMaker

    gecs ECS framework API reference — the Entity-Component-System addon for Godot 4.x used by this project.

    550 GitHub stars~2.7k tokensUpdated 24 days ago
    Game DevelopmentAuto-check passed
  • Godot Asset Generator

    jwynia/agent-skills

    Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot.

    170 GitHub stars~3.8k tokensUpdated 7 mo ago
    Game DevelopmentAuto-check passed

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    scenario-labs/skills

    A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    scenario-labs/skills

    A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    scenario-labs/skills

    A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    scenario-labs/skills

    A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    scenario-labs/skills

    A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Works with

Questions about Scenario Godot 2D

What does Scenario Godot 2D do?

A skill your agent uses when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code…. Scenario Godot 2D is an agent skill from scenario-labs/skills.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

When should I use Scenario Godot 2D?

Scenario Godot 2D fits situations like: building a 2D game in Godot 4.7: make a platformer; top-down controller that feels right (coyote time; tileMapLayer and TileSet in code; terrains and autotiles that pick wrong tiles.

How do I install Scenario Godot 2D in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-godot-2d -a claude-code`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-2d in scenario-labs/skills) into .claude/skills/scenario-godot-2d in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Godot 2D in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-godot-2d -a codex`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-2d in scenario-labs/skills) into .agents/skills/scenario-godot-2d in your project. Codex loads it when a task matches its description.

Can I use Scenario Godot 2D in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-godot-2d -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-godot-2d, .gemini/skills/scenario-godot-2d, .github/skills/scenario-godot-2d and .opencode/skills/scenario-godot-2d in your project.

What does Scenario Godot 2D need to run?

Going by SKILL.md and its folder, Scenario Godot 2D needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Godot 2D access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Godot 2D safe to install?

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.

What licence does Scenario Godot 2D use?

Scenario Godot 2D is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Godot 2D use?

About 5.3k tokens (SKILL.md is roughly 21k 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 16k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Godot 2D?

Skills that share tags, products or a category with Scenario Godot 2D: AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Godot 2D Essentials (jame581/GodotPrompter, 805 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Adapt 3D To 2D (thedivergentai/GD-Agentic-Skills, 821 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Godot 2D?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.