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Found 14 Skills
Build real-time multiplayer games with PubNub game state sync
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
Use when implementing client-server communication in Roblox, firing events between LocalScripts and Scripts, passing data across the network boundary, syncing game state, or defending against exploits that abuse RemoteEvents or RemoteFunctions.
This skill should be used when the user asks to "create animation", "animate sprite", "add tweens", "sprite animation not playing", "character animations", "easing", "tween timeline", "idle animation", "walk animation", "fade in", "fade out", or "scale animation".
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text.
Use when structuring a PlayCanvas game's control flow — a small state machine such as ready, playing, paused, and over, pointer-lock capture, pausing on focus or pointer-lock loss, a full reset, and a stable clock and timestep — so the loop stays deterministic and recoverable.
Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events, custom data storage.
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
Add save and load game state functionality via RemixSDK
Use this skill when working with State Tree, StateTree, UStateTree, state machine, StateTreeTask, StateTreeCondition, StateTreeEvaluator, StateTreeSchema, AI State Tree, Mass StateTree, FStateTreeExecutionContext, or data-driven state logic in Unreal Engine. See references/state-tree-patterns.md for task/condition/evaluator templates and references/state-tree-mass-integration.md for Mass Entity integration.
Create Dojo models for storing game state with proper key definitions, trait derivations, and ECS patterns. Use when defining game entities, components, or state structures.
Use when reading or writing persistent game variables in a @drincs/pixi-vn game — simple flags/counters via `storage`, custom persisted classes via `StoredClassModel`, temporary (label-scoped) variables, and how any of this survives save/load and history go-back. Load this before writing any `storage.set`/`storage.get`/`storage.flags.set` code or a class that extends `StoredClassModel`.