/screen-reference
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
$ npx -y skills add RandallLiuXin/GodotMaker --skill screen-reference --agent claude-codeHow it fires
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/screen-reference
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The summary Claude sees to decide when to auto-load this skill.
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
SKILL.md
screen-reference.SKILL.mdname: screen-reference
description: Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
Screen Reference Asset
Use this Skill for a full-screen visual anchor for scene direction and visual evaluation. It is reference-only: it does not create a runtime Godot resource, has no `godot_artifact`, and must not enter worker runtime handoff. Do not compile it to `Texture2D`, `AtlasTexture`, or any other native runtime resource.
Do not request or produce pixel art. Do not use nearest-neighbor scaling to imitate pixel art. Raw visual material may come only from the selected image provider or an explicitly supplied user source/reference. Do not create art, placeholder images, colour blocks, SVGs, canvases, Godot drawings, or image assets with ad-hoc scripts.
Invocation
Accept one request matching the shared Asset Skill request schema in `.godotmaker/asset-runtime/schema/asset-skill-request.schema.json`. Require `asset_type` to be `screen-reference`. `references` is optional. When it is present and non-empty, every `{ role, path }` is a required visual input:
1. resolve the path inside the project and require a readable image before calling a provider; 2. preserve its `canonical`, `style`, or `screen` role in the prompt and source-generation provenance; 3. attach the actual image bytes to the selected provider request. A path mentioned only in text is not an attachment; 4. STOP before writing a raw source or final output when an input is unreadable or the selected provider cannot attach it.
Use the configured provider named by the request or production brief. `native`, `codex`, `gemini`, and `openai` are binding selections: execute that documented path or STOP. Never silently switch providers. For `codex`, non-empty references require the `image_gen` call's `referenced_image_paths` argument.
This Skill can be invoked directly or by an orchestrator with the same contract. Do not read or write `ASSETS.md`, tags, stage state, generated indexes, or worker dispatch state. The `/gm-asset` manager later registers its validated generic result directly in the matching catalog row.
Production contract
`spec` must declare the target `size` (`WIDTHxHEIGHT`) and `aspect_ratio` (`WIDTH:HEIGHT`). Build a prompt that names the game and screen purpose, camera/viewpoint, visible gameplay objects, approximate layout, HUD or UI safe regions, style language, target aspect/orientation, and each supplied reference role. Do not add labels, callouts, debug overlays, or unrequested objects.
For every accepted image, retain these deterministic paths:
1. prompt: `.godotmaker/asset-generation/prompts/<asset_id>.txt`; 2. raw provider source: `.godotmaker/asset-generation/sources/<asset_id>_source.png`; 3. source/provider report: `.godotmaker/asset-generation/reports/<asset_id>_source.json`; 4. final reference: `references/<asset_id>.png`; 5. finalize report: `.godotmaker/asset-generation/reports/<asset_id>_finalize.json`.
For `openai` and `gemini`, write a source-generation spec using `reference_inputs` for role-preserving references, then run:
python tools/asset_source_generate.py --spec <spec.json>
The successful source report must identify the selected provider and model, actual reference attachment count, each reference role/path/hash, raw source, and prompt path. For `native` and `codex`, use their provider documents and write an equivalent JSON report before finalization. It must contain `ok: true`, `asset_id`, `raw_source`, `raw_source_sha256`, `reference_attachment_count`, and a `generation` object with `tool: "image_gen"`. When references are supplied, that object must also record `reference_attachment_argument: "referenced_image_paths"` and the matching attachment count, and each `reference_inputs` item must preserve `role`, `path`, `sha256`, and `attached: true`. A missing report, provider failure, or absent attachment evidence is a STOP.
Finalize only the provider/user source with the existing controlled tool:
python tools/asset_image_finalize.py \
--source .godotmaker/asset-generation/sources/<asset_id>_source.png \
--out references/<asset_id>.png \
--label <asset_id> \
--require-aspect <WIDTH:HEIGHT> \
--resize <WIDTHxHEIGHT> \
> .godotmaker/asset-generation/reports/<asset_id>_finalize.json
If aspect validation or finalization fails, STOP. Keep the captured finalize report as result evidence; the reference result has no runtime artifact and is registered as `source_ready` by the manager.
Result
Return the shared generic result with one reference output, its deterministic raw source, no `godot_type`, and no runtime outputs. Run `standalone_validation.compile_and_validate()` before returning it; it replaces any caller-supplied validation claim and proves the stable final reference and raw source are readable PNG files. It begins from the shared result schema and checker, then proves the result.
{
"asset_type": "screen-reference",
"outputs": [{
"role": "reference",
"name": "<asset_id>",
"path": "references/<asset_id>.png"
}],
"sources": [{
"path": ".godotmaker/asset-generation/sources/<asset_id>_source.png",
"layout": "single"
}],
"previews": [],
"validation": {
"passed": true,
"levels": {"L0": true, "L1": true}
}
}L2-L4 are not applicable because a screen reference has no Godot artifact and is never handed to a worker. Preserve the provider and finalize reports so the manager and private Eval can audit the production gates separately; L5 is not applicable and L6 is visual/semantic review.
Read more
name: screen-reference description: Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
Screen Reference Asset
Use this Skill for a full-screen visual anchor for scene direction and visual evaluation. It is reference-only: it does not create a runtime Godot resource, has no `godot_artifact`, and must not enter worker runtime handoff. Do not compile it to `Texture2D`, `AtlasTexture`, or any other native runtime resource.
Do not request or produce pixel art. Do not use nearest-neighbor scaling to imitate pixel art. Raw visual material may come only from the selected image provider or an explicitly supplied user source/reference. Do not create art, placeholder images, colour blocks, SVGs, canvases, Godot drawings, or image assets with ad-hoc scripts.
Invocation
Accept one request matching the shared Asset Skill request schema in `.godotmaker/asset-runtime/schema/asset-skill-request.schema.json`. Require `asset_type` to be `screen-reference`. `references` is optional. When it is present and non-empty, every `{ role, path }` is a required visual input:
1. resolve the path inside the project and require a readable image before calling a provider; 2. preserve its `canonical`, `style`, or `screen` role in the prompt and source-generation provenance; 3. attach the actual image bytes to the selected provider request. A path mentioned only in text is not an attachment; 4. STOP before writing a raw source or final output when an input is unreadable or the selected provider cannot attach it.
Use the configured provider named by the request or production brief. `native`, `codex`, `gemini`, and `openai` are binding selections: execute that documented path or STOP. Never silently switch providers. For `codex`, non-empty references require the `image_gen` call's `referenced_image_paths` argument.
This Skill can be invoked directly or by an orchestrator with the same contract. Do not read or write `ASSETS.md`, tags, stage state, generated indexes, or worker dispatch state. The `/gm-asset` manager later registers its validated generic result directly in the matching catalog row.
Production contract
`spec` must declare the target `size` (`WIDTHxHEIGHT`) and `aspect_ratio` (`WIDTH:HEIGHT`). Build a prompt that names the game and screen purpose, camera/viewpoint, visible gameplay objects, approximate layout, HUD or UI safe regions, style language, target aspect/orientation, and each supplied reference role. Do not add labels, callouts, debug overlays, or unrequested objects.
For every accepted image, retain these deterministic paths:
1. prompt: `.godotmaker/asset-generation/prompts/<asset_id>.txt`; 2. raw provider source: `.godotmaker/asset-generation/sources/<asset_id>_source.png`; 3. source/provider report: `.godotmaker/asset-generation/reports/<asset_id>_source.json`; 4. final reference: `references/<asset_id>.png`; 5. finalize report: `.godotmaker/asset-generation/reports/<asset_id>_finalize.json`.
For `openai` and `gemini`, write a source-generation spec using `reference_inputs` for role-preserving references, then run:
python tools/asset_source_generate.py --spec <spec.json>
The successful source report must identify the selected provider and model, actual reference attachment count, each reference role/path/hash, raw source, and prompt path. For `native` and `codex`, use their provider documents and write an equivalent JSON report before finalization. It must contain `ok: true`, `asset_id`, `raw_source`, `raw_source_sha256`, `reference_attachment_count`, and a `generation` object with `tool: "image_gen"`. When references are supplied, that object must also record `reference_attachment_argument: "referenced_image_paths"` and the matching attachment count, and each `reference_inputs` item must preserve `role`, `path`, `sha256`, and `attached: true`. A missing report, provider failure, or absent attachment evidence is a STOP.
Finalize only the provider/user source with the existing controlled tool:
python tools/asset_image_finalize.py \ --source .godotmaker/asset-generation/sources/<asset_id>_source.png \ --out references/<asset_id>.png \ --label <asset_id> \ --require-aspect <WIDTH:HEIGHT> \ --resize <WIDTHxHEIGHT> \ > .godotmaker/asset-generation/reports/<asset_id>_finalize.json
If aspect validation or finalization fails, STOP. Keep the captured finalize report as result evidence; the reference result has no runtime artifact and is registered as `source_ready` by the manager.
Result
Return the shared generic result with one reference output, its deterministic raw source, no `godot_type`, and no runtime outputs. Run `standalone_validation.compile_and_validate()` before returning it; it replaces any caller-supplied validation claim and proves the stable final reference and raw source are readable PNG files. It begins from the shared result schema and checker, then proves the result.
{
"asset_type": "screen-reference",
"outputs": [{
"role": "reference",
"name": "<asset_id>",
"path": "references/<asset_id>.png"
}],
"sources": [{
"path": ".godotmaker/asset-generation/sources/<asset_id>_source.png",
"layout": "single"
}],
"previews": [],
"validation": {
"passed": true,
"levels": {"L0": true, "L1": true}
}
}L2-L4 are not applicable because a screen reference has no Godot artifact and is never handed to a worker. Preserve the provider and finalize reports so the manager and private Eval can audit the production gates separately; L5 is not applicable and L6 is visual/semantic review.
Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Repo: RandallLiuXin/GodotMaker
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