luckiest-co 1.0.44 → 1.0.46
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/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +1 -1
- package/package.json +1 -1
- package/skills/video-studio/CHANGELOG.md +11 -0
- package/skills/video-studio/SKILL.md +3 -3
- package/skills/video-studio/references/styles/3d-render.md +6 -1
- package/skills/video-studio/references/styles/flat-vector.md +6 -1
- package/skills/video-studio/references/styles/mosaic.md +5 -0
- package/skills/video-studio/references/styles/pixel.md +7 -2
package/package.json
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# Changelog — luckiest-video-studio
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## 1.17.3 — 2026-10-13
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- Logo construction on the `mosaic`, `pixel` and `flat-vector` style cards: mosaic lays stones along the mark's outline then fill and grout; pixel draws the mark into the low-res grid then steps up to the crisp SVG; flat-vector flies in the mark's own shapes with overshoot. Each resolves to the flat logo SVG (a visible difference is a Block).
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- Pixel and flat-vector no longer call for an invented logo ("PIXEL QUEST", "invented brand lockup").
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- Adapted from kaankiziltug `logo-design` (MIT); see ATTRIBUTION.md.
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## 1.17.2 — 2026-10-12
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- Logo construction on the `3d-render` style card (Best for: brand sting): the jelly hero is the logo SVG's own paths extruded and dropped in construction order with damped-spring squash, and the hold frame flattens to the flat logo SVG (a visible difference is a Block). The Look line no longer calls for an invented brand name.
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- Adapted from kaankiziltug `logo-design` (MIT); see ATTRIBUTION.md.
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## 1.17.1 — 2026-10-12
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- Logo construction on the `retro-cgi` style card (Best for: 3D-logo reveals): the mark is drawn as wireframe in its construction order, then scanline-filled to plastic, and the hold frame is the flat logo SVG (a visible difference is a Block).
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license: See ATTRIBUTION.md
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allowed-tools: Bash, Read, Write, Edit, Glob, Grep, AskUserQuestion
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metadata:
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version: "1.17.
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version: "1.17.3"
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listing_id: luckiest-video-studio
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author: luckiest
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---
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## Staying current
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On activation, call the Luckiest MCP `check_updates` tool with
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`{ listingId: "aff888e4-9ee9-4f73-af08-74d5d09d3c10", installedSemver: "1.17.
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`{ listingId: "aff888e4-9ee9-4f73-af08-74d5d09d3c10", installedSemver: "1.17.3" }`. If it returns
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`upToDate: false`, surface the `notice` to the user once, then continue. Do nothing
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further if `upToDate: true`. Never block on this check; if the tool is unavailable,
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proceed.
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When the skill's work is done, call the Luckiest MCP `report_usage` tool once with
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`{ listing_id: "luckiest-video-studio", skill_version: "1.17.
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`{ listing_id: "luckiest-video-studio", skill_version: "1.17.3", matched: true, success: <true if the skill completed, false otherwise> }`.
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Metadata only, never prompt text. Never block on it; if the tool is unavailable,
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skip silently.
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- Clock: smooth 24 fps
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## Look
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Pastel studio with an infinite cyc backdrop, big soft area lights plus an HDRI, shallow depth of field (about f/1.8 feel), real motion blur. Material trio: SSS gummy (candy pink, peach), glossy plastic (cream, lilac), frosted glass or chrome accent. AO, soft reflections, subtle subsurface glow. Hero is an inflated, bevelled 3D wordmark or glossy jelly logo
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Pastel studio with an infinite cyc backdrop, big soft area lights plus an HDRI, shallow depth of field (about f/1.8 feel), real motion blur. Material trio: SSS gummy (candy pink, peach), glossy plastic (cream, lilac), frosted glass or chrome accent. AO, soft reflections, subtle subsurface glow. Hero is an inflated, bevelled 3D wordmark or glossy jelly logo. Clean hero composition at the end.
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## Motion
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Cloner-style grid of glossy pills or spheres ripples with an effector wave. Hero drops in with squash and stretch via a damped spring, collides with and displaces the field. Long-tail ease on the camera: about 80% of the move in the first 20% of the time, very slow finish. Physics-feel everywhere, nothing linear. Impacts drive the cuts.
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## Build it in HyperFrames
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Blender is not available. Use Three.js (WebGL2) with MeshPhysicalMaterial (clearcoat, sheen, transmission, thickness for SSS-like glow), RoomEnvironment or an HDRI for lighting, SSAO plus a bokeh pass for DOF, and a sub-frame accumulation buffer (render 8-16 sub-times per frame, average) for real motion blur. Instanced mesh for the cloner, the wave as a closed-form function of (distance, t). Hero springs are closed-form damped oscillators, no stateful physics.
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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: the hero is the logo SVG's own paths extruded and bevelled (Three.js SVGLoader plus ExtrudeGeometry), dropped in as the mark's primitives in construction order (outer shape first, then cuts and counters), each landing with its own damped-spring squash. The jelly inflation swells those exact paths; it never adds letters, a wordmark or a name the logo does not have.
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- Resolve: during the 1s hold the camera settles front-on and orthographic-matched, and in the last 0.3s the depth, SSS, clearcoat and bokeh flatten out so the hold frame is the flat logo SVG in brand colors. An invented inflated wordmark is never the resolve.
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## Watch out
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Browser render cost: cap sub-frames and instance counts. Muddy transmission on dark backgrounds. SSS is faked, tune with a rim light. Without DOF and motion blur it reads as a game engine.
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- 1.2-3s: circle becomes a sun, flat city pops up building by building, clouds slide, birds flap.
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- 3-5.5s: camera pushes into one window, geometric character at a desk reacts, phone pings.
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- 5.5-8s (hero at 60-75%): notification bubble expands as a shape wipe, icons burst in on rhythm (bars grow, check draws, heart pops, coin flips).
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- 8-10s: everything collapses into
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- 8-10s: everything collapses into the brand's real logo lockup plus tagline, elastic settle, hold 1s with micro-motion.
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## Sound
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Upbeat future-bass or pop, about 120 BPM. Pop, boing and whoosh on every entry, synced to the frame.
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## Build it in HyperFrames
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SVG composition driven by GSAP with a paused timeline seeked per frame. Put the overshoot curve in a CustomEase or the bezier above. Use nested groups with transform-origin set to joints for limb rigs. Shape wipes are a scaled circle or rect in a palette color. For motion blur on fast moves, render sub-frames (about 4) and average, or skip blur and keep moves short.
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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: the lockup is assembled from the mark's own shapes flying in, in its construction order (largest primitive first, then cuts, counters and the wordmark), each with the card's anticipation, overshoot and 2-4 frame stagger.
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- Resolve: the elastic settle ends exactly on the logo SVG at its master size and position, with micro-motion stopping for the last frame. An invented brand lockup is never the resolve.
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## Watch out
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Template look is the main failure: same icon-burst grid, no idea. Avoid more than one hero moving. Keep every color from the palette. Do not let gradients sneak in through shadows. Check kerning on the lockup.
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- Distance transform (Felzenszwalb-Huttenlocher) on a structure map, then walk iso-contours placing stones spaced at the tile size using a spatial hash with minimum spacing 0.8 x size; fill remaining gaps with staggered rows.
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- Per pixel store tile id and shade; per frame sample the flat drawing at each tile center and write color x shade. Draw to an offscreen canvas then `drawImage` (direct `putImageData` ignores scaling and transitions).
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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: stones are laid along the mark's own outline first, in its construction order (outer silhouette, then cuts and counters), then the fill rows set in, then the grout darkens in, each tile with a stone click. The halo ring goes on last. Lettering in the mark uses the logo's letterforms, never the card's monospace tile letters.
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- Resolve: in the last 0.3s the grout, edge shading and jitter fade out and the tiles merge into the flat logo SVG in brand colors on the hold frame. A tiled rendering of the name is never the resolve.
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## Watch out
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- Current weak spot: facial detail gets lost at small tile sizes.
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- Hand, cup and face crowd together at 6-8.5 px tiles. Use bigger gestures or sprite inserts.
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- Clock: stepped 10-12 fps for sprites (30 fps timeline for scrolling)
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## Look
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Internal resolution 320x180 scaled x6 to 1920x1080 with nearest-neighbour. Limited palette (PICO-8-like 16-32 colors), dithered sky gradient. 3-4 parallax layers (sky, far mountains, mid forest or city, near ground tiles). Sprites hand-authored 16x16 to 24x24 as pixel arrays. Chunky pixel
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Internal resolution 320x180 scaled x6 to 1920x1080 with nearest-neighbour. Limited palette (PICO-8-like 16-32 colors), dithered sky gradient. 3-4 parallax layers (sky, far mountains, mid forest or city, near ground tiles). Sprites hand-authored 16x16 to 24x24 as pixel arrays. Chunky pixel version of the real logo, pixel font dialogue box. Optional CRT pass: scanlines, slight barrel, phosphor glow, without blurring pixels into mush.
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## Motion
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Strictly integer pixel positions and stepped timing, no smooth easing on sprites. Run cycle 6-8 frames at about 10-12 fps. Coin sparkle, slime bop, chest opens with a light burst. Parallax layers move by whole pixels at different speeds. Palette shifts day to sunset. Dialogue types out character by character. Logo drops in with a shine sweep.
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- 1.2-4s: run, jump, bop a slime, parallax scrolling.
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- 4-7s (hero at 60-75%): palette shifts to sunset, chest opens with a light burst.
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- 7-8.5s: dialogue typed out.
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- 8.5-10s:
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- 8.5-10s: the real logo builds in pixels with a shine sweep, then resolves to the logo SVG (see Logo construction).
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## Sound
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Chiptune: pulse lead, triangle bass, noise drums, plus jump, coin and chest SFX.
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## Build it in HyperFrames
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Canvas 2D at 320x180 with imageSmoothingEnabled = false, then drawImage upscaled x6 (or CSS image-rendering: pixelated). Sprite frame = floor(t*10) mod N. Parallax offset = floor(t * speed). Palette as an array of hex values, palette shift by lerping and re-quantising. Ordered-dither (Bayer 4x4) for gradients. CRT pass applied after upscale.
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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: the mark is drawn into the low-res grid in its construction order (outer silhouette, then cuts and counters), stepped a few pixels per frame at the card's 10-12 fps, palette-quantized from the logo's own colors. The shine sweep runs once the shape is complete.
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- Resolve: on the hold the pixel grid steps up to full resolution in 2 to 3 hard steps (no smooth scale), ending on the crisp logo SVG in brand colors. A chunky pixel wordmark is never the resolve.
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## Watch out
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Fractional positions cause shimmer. Never use a smooth scale or rotation on sprites. Scanlines that are too heavy hide the art. Pixel CJK fonts must be OFL.
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