evolutionary-arcade 0.2.1 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +16 -0
- package/README.md +3 -1
- package/dist/cli.js +593 -55
- package/package.json +1 -1
- package/skills/arcade-building-games/SKILL.md +15 -10
- package/skills/arcade-fork/SKILL.md +25 -7
- package/skills/arcade-onboarding/SKILL.md +25 -9
- package/skills/arcade-publishing/SKILL.md +41 -3
package/CHANGELOG.md
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# Changelog
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## 0.4.0
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- Games ship media for phones. arcade.json has `orientation` (`"landscape"`, `"portrait"`, or `"both"`; leaving it out means landscape) and `media_vertical`, a 9:16 set with the same fields as the landscape one (`thumbnail`, `screenshots`, `demo_video`, `preview_video`, `preview_gif`). The top-level media fields are the landscape set.
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- A portrait or both game with touch must ship its own vertical media from real upright play: a thumbnail, at least one screenshot, and a vertical demo when it has a landscape demo.
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- New `arcade media vertical`. For a landscape game it centers the landscape thumbnail, screenshots, and demo at full width over a blurred, darkened copy of themselves at 1080x1920, cuts a 480x854 hover preview and a 360x640 GIF, writes them to `media/vertical/`, and sets `media_vertical`. For a portrait or both game it cuts the vertical preview and GIF from the vertical demo. `arcade publish` makes a landscape game's set when it's missing, the way it makes the GIF.
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- The dry run warns when game code calls `requestFullscreen` (or the webkit, moz, and ms versions): "the arcade's player owns fullscreen; remove your fullscreen button". It also flags a missing vertical thumbnail and a vertical set older than the landscape media.
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- `arcade fork`, `blend`, `pull`, and `regen` carry `orientation` and `media_vertical` over.
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- Skills: `arcade-publishing` covers deciding a game's orientation and capturing both sets in one pass (1280x720, plus 390x844 with touch emulation). `arcade-building-games` says "Don't build fullscreen. The platform owns it." `arcade-onboarding` and `arcade-fork` include the vertical set in their capture steps and time estimates.
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## 0.3.0
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- Every publish ends with a **Share it** block: the game's link, a video-description line, an X post draft under 280 characters, an X intent link, and the GIF to attach. A fork or blend's draft credits each parent's creator, by X handle when their profile links one. The agent drafts; the creator posts. The CLI never posts anywhere.
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- New `arcade share <slug>` reprints the block. `--profile` shares your whole library, `--badge` prints the "Play on Evolutionary Arcade" badge as Markdown and HTML (light and dark), and `--json` gives agents the whole thing. `arcade publish --json` includes it as `share`.
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- The arcade serves the badge at `/badge/<slug>.svg` and `/badge/u/<handle>.svg` (`?theme=dark` for dark backgrounds), and each game has a `/g/<slug>/embed` page with the snippets.
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- The `arcade-onboarding` and `arcade-fork` skills end with a share step: show the drafts, offer to tailor them to the creator's channel voice, remind them to put their profile link in video descriptions, and never post for them.
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## 0.2.1
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- New `arcade-fork` skill, read with `arcade guide fork`: makes a viewer's own version of a game (a fork, or a blend with a second game), in the same order as onboarding: what they want to make, then setup (CLI, skills, sign-in, tools), then the work, one dry run and one go, and the link to the new game with its credit to the original creator. The game page's Fork and Blend buttons hand out a prompt that starts it.
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package/README.md
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| `arcade blend <slug> <slug> [...] [--into <dir>]` | Download 2 to 8 games to blend into one. |
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| `arcade regen <slug> [dir]` | Get a game's prompt, and no code, to build a fresh take. |
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| `arcade publish [dir] [--dry-run] [--yes]` | Check everything, list every file that goes public, and publish. |
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| `arcade share <slug> [--profile] [--badge] [--json]` | Reprint the Share block publish ends with: the link, a video-description line, an X post draft, and the GIF to attach. `--profile` shares your whole library; `--badge` prints the "Play on Evolutionary Arcade" badge as Markdown and HTML. You post them; the arcade never posts for you. |
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| `arcade media preview [dir]` | Make the 12-second hover preview from your demo (needs ffmpeg). |
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| `arcade media vertical [dir]` | Make the phone (9:16) media set: landscape games over a blurred fill, portrait games from their vertical demo (needs ffmpeg). |
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| `arcade main <slug> <generation>` | (Owner) Pick the main generation for a version. |
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| `arcade unpublish <slug>` / `arcade republish <slug>` | (Owner) Take your game down, or bring it back. |
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| `arcade profile show` / `set` / `avatar` / `banner` | See and edit your public profile. |
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When `arcade.json` has no token counts, `arcade publish` fills them in from your local Claude Code session logs, uploading only the numbers (`--no-stats` skips it). Subagent token counts aren't recorded reliably, so only the orchestrator's tokens are filled in. Subagents are listed by model and count.
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`arcade --help` and `arcade <command> --help` have every option. `--json` works on `whoami`, `info`, `search`, `publish`, and `profile show`.
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`arcade --help` and `arcade <command> --help` have every option. `--json` works on `whoami`, `info`, `search`, `publish`, `share`, and `profile show`.
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## Requirements
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