background-map
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Compile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if it compiles", "build
$ npx -y skills add RandallLiuXin/GodotMaker --skill headless-build --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/headless-buildContext preview
The summary Claude sees to decide when to auto-load this skill.
Compile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if it compiles", "build
name: headless-build description: | Compile-check a Godot project using headless mode. Use after writing or modifying any GDScript or C# code to verify it compiles. Triggers: after code changes, before running tests, when build errors need diagnosis. Also use this when the user says "check if it compiles", "build check", "does this parse", or after any file creation/modification that could break compilation.
Compile-check a Godot project. Fastest feedback loop: "did my code parse?"
python tools/agent_runtime.py godot_path
Then substitute the printed value for `<godot_path>`:
"<godot_path>" --headless --quit 2>&1
Run from the project root (where `project.godot` lives). Should exit within 30 seconds. If it hangs, an autoload may block in `_ready()` — kill and report.
Godot's output mixes script errors with engine noise. Only script errors matter.
**Ignore these** (engine internals, always present in headless mode):
**Rule**: if the `at:` line references a `.cpp` file, skip it.
**These ARE script errors** (report them):
Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Repo: RandallLiuXin/GodotMaker
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Produce reusable card art sources and native Godot card UI resources.
Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation…
Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.