summer-engine 1.5.0 → 2.2.0

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Files changed (101) hide show
  1. package/{marketplace.json → .claude-plugin/marketplace.json} +3 -3
  2. package/.claude-plugin/plugin.json +52 -11
  3. package/.codex-plugin/plugin.json +69 -8
  4. package/.cursor-plugin/plugin.json +53 -12
  5. package/.factory-plugin/plugin.json +20 -0
  6. package/.opencode/INSTALL.md +75 -0
  7. package/.opencode/plugins/summer.js +9 -6
  8. package/AGENTS.md +51 -0
  9. package/CHANGELOG.md +31 -1
  10. package/CLAUDE.md +5 -0
  11. package/GEMINI.md +56 -0
  12. package/README.md +409 -80
  13. package/_persona/summer/SKILL.md +113 -0
  14. package/dist/bin/summer.js +0 -0
  15. package/dist/commands/assets.d.ts +2 -0
  16. package/dist/commands/assets.js +189 -0
  17. package/dist/commands/create.js +55 -17
  18. package/dist/commands/debug.d.ts +2 -0
  19. package/dist/commands/debug.js +127 -0
  20. package/dist/commands/install.js +2 -2
  21. package/dist/commands/list.js +24 -5
  22. package/dist/commands/project.d.ts +2 -0
  23. package/dist/commands/project.js +170 -0
  24. package/dist/commands/scene.d.ts +2 -0
  25. package/dist/commands/scene.js +290 -0
  26. package/dist/lib/banner.js +2 -2
  27. package/dist/lib/log-filters.d.ts +53 -0
  28. package/dist/lib/log-filters.js +130 -0
  29. package/dist/lib/plugin-manifests.test.d.ts +1 -0
  30. package/dist/lib/plugin-manifests.test.js +134 -0
  31. package/dist/lib/remote-templates.d.ts +25 -0
  32. package/dist/lib/remote-templates.js +86 -0
  33. package/dist/lib/skills-registry.d.ts +283 -3
  34. package/dist/lib/skills-registry.js +522 -2
  35. package/dist/lib/telemetry.d.ts +13 -0
  36. package/dist/lib/telemetry.js +63 -0
  37. package/dist/lib/with-engine.d.ts +14 -0
  38. package/dist/lib/with-engine.js +109 -0
  39. package/dist/mcp/tools/asset-tools.js +12 -13
  40. package/dist/mcp/tools/debug-tools.js +32 -9
  41. package/dist/mcp/tools/generate-tools.js +101 -0
  42. package/dist/mcp/tools/with-engine.js +4 -0
  43. package/gemini-extension.json +2 -2
  44. package/hooks/pre-commit-doctor.sh +0 -0
  45. package/hooks/run-hook.cmd +0 -0
  46. package/hooks/session-start.sh +0 -0
  47. package/package.json +11 -5
  48. package/skills/2d-assets/character-portrait/SKILL.md +196 -0
  49. package/skills/2d-assets/concept-art/SKILL.md +152 -0
  50. package/skills/2d-assets/pixel-art/SKILL.md +180 -0
  51. package/skills/2d-assets/skybox-panorama/SKILL.md +207 -0
  52. package/skills/2d-assets/sprite-sheet/SKILL.md +239 -0
  53. package/skills/2d-assets/tileable-texture/SKILL.md +205 -0
  54. package/skills/2d-assets/ui-graphics/SKILL.md +210 -0
  55. package/skills/3d-assets/character-model/SKILL.md +225 -0
  56. package/skills/3d-assets/environment-kit/SKILL.md +164 -0
  57. package/skills/3d-assets/organic-model/SKILL.md +192 -0
  58. package/skills/3d-assets/prop-model/SKILL.md +133 -0
  59. package/skills/3d-assets/vehicle-model/SKILL.md +202 -0
  60. package/skills/README.md +1 -1
  61. package/skills/_meta/skill-create/SKILL.md +1 -1
  62. package/skills/_meta/skill-improve/SKILL.md +1 -1
  63. package/skills/_meta/skill-test/SKILL.md +1 -1
  64. package/skills/_meta/using-summer/SKILL.md +130 -0
  65. package/skills/ai-and-npcs/design-npc/SKILL.md +3 -1
  66. package/skills/animation/animation-tree/SKILL.md +260 -0
  67. package/skills/animation/facial-and-lipsync/SKILL.md +282 -0
  68. package/skills/animation/generate-motion/SKILL.md +129 -0
  69. package/skills/animation/procedural-animation/SKILL.md +234 -0
  70. package/skills/animation/retarget/SKILL.md +172 -0
  71. package/skills/asset-pipeline/asset-strategy/SKILL.md +102 -212
  72. package/skills/audio/adaptive-music/SKILL.md +326 -0
  73. package/skills/audio/ambient-bed/SKILL.md +278 -0
  74. package/skills/audio/music-track/SKILL.md +268 -0
  75. package/skills/audio/sound-effect/SKILL.md +237 -0
  76. package/skills/audio/voice-line/SKILL.md +253 -0
  77. package/skills/catalog.yaml +266 -5
  78. package/skills/character-controllers/fps-controller/SKILL.md +1 -1
  79. package/skills/debugging/debug/SKILL.md +102 -82
  80. package/skills/rendering-and-lighting/3d-lighting/SKILL.md +1 -1
  81. package/skills/scene-and-project/browse-templates/SKILL.md +105 -0
  82. package/skills/scene-and-project/make-game/SKILL.md +159 -346
  83. package/skills/scene-and-project/new-project/SKILL.md +106 -0
  84. package/skills/scene-and-project/scene-composition/SKILL.md +1 -1
  85. package/skills/scripting-patterns/gdscript-patterns/SKILL.md +1 -1
  86. package/skills/ui-and-ux/ui-basics/SKILL.md +1 -1
  87. package/skills/video/animated-loop/SKILL.md +200 -0
  88. package/skills/video/cinematic-cutscene/SKILL.md +204 -0
  89. package/skills/video/trailer-shot/SKILL.md +203 -0
  90. package/skills/visual-effects/_building-blocks/additive-billboard-particles.md +28 -0
  91. package/skills/visual-effects/_building-blocks/noise-3d-fbm.gdshaderinc +45 -0
  92. package/skills/visual-effects/_building-blocks/trauma-shake-snippet.md +51 -0
  93. package/skills/visual-effects/{vfx → game-feel}/SKILL.md +1 -1
  94. package/skills/visual-effects/recipes/dissolve/SKILL.md +349 -0
  95. package/skills/visual-effects/recipes/fire/SKILL.md +387 -0
  96. package/skills/visual-effects/recipes/hit-spark/SKILL.md +330 -0
  97. package/skills/visual-effects/recipes/lightning/SKILL.md +372 -0
  98. package/skills/visual-effects/recipes/magic-glow/SKILL.md +377 -0
  99. package/skills/visual-effects/recipes/muzzle-flash/SKILL.md +326 -0
  100. package/skills/visual-effects/recipes/smoke/SKILL.md +381 -0
  101. package/skills/visual-effects/recipes/water-ripple/SKILL.md +340 -0
@@ -0,0 +1,106 @@
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+ ---
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+ name: new-project
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+ description: Use when the user wants a fresh blank Summer Engine project — not from a template. Asks one question (project name) and runs `summer create empty <name>`. Trigger on "new project", "blank project", "empty project", "from scratch", "start fresh", "create new game", "blank canvas", "scaffold a project".
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+ license: MIT
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+ compatibility: [Cursor, Claude Code, Codex, Windsurf, Gemini, OpenCode]
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+ category: scene-and-project
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+ user-invocable: true
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+ allowed-tools: Bash Read summer_get_project_context
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+ paths: ["**/project.godot"]
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+ ---
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+
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+ # /new-project — Scaffold a fresh empty project
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+
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+ When the user wants to start from a blank canvas — not a community template, not a built-in starter scene — this is the path.
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+
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+ ## When to use this skill
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+
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+ - "Let's start a new project."
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+ - "I want to make a [game type] from scratch."
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+ - "Blank project."
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+ - "Empty project."
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+ - "I don't want a template, just a blank starting point."
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+
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+ ## When NOT to use this skill
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+
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+ - "Show me templates" / "use a template" → `summer:browse-templates`.
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+ - "Make me a game" with a defined idea → run `summer:brainstorm-game` first to scope, then come back here once the user knows what they want.
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+ - "I have an existing Godot project I want to import" → not this skill; have the user run `summer open <path>` directly.
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+
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+ ## Steps
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+
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+ ### 1. Ask the project name
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+
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+ One question, no menu:
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+
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+ > "What do you want to call your project?"
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+
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+ Default: `my-game`. If they say "anything is fine" or similar, use `my-game` and move on. The directory name is reversible — they can always rename.
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+
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+ ### 2. Pick the starting scene
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+
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+ Two built-in options:
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+
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+ - `empty` — root `Node3D` only. Pure blank canvas. Best for: experimentation, when the user knows exactly what they want to build.
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+ - `3d-basic` — root `Node3D` with `Camera3D`, `DirectionalLight3D`, a floor `MeshInstance3D`, and a `WorldEnvironment`. Best for: first-time users, when "just give me something I can press play on" is the vibe.
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+
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+ If you're not sure which fits, ask:
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+
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+ > "Empty (just a root node) or 3d-basic (camera, light, and a floor — you can press play immediately)?"
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+
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+ If the user has clearly invoked `summer:brainstorm-game` already and the brief calls for 3D, default to `3d-basic` and mention you did. If 2D, use `empty` (we don't ship a 2D-basic yet).
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+
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+ ### 3. Create
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+
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+ ```
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+ summer create empty my-game
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+ ```
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+
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+ or
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+
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+ ```
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+ summer create 3d-basic my-game
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+ ```
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+
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+ The command writes `project.godot` and the chosen `main.tscn`. No network call, fast, deterministic.
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+
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+ ### 4. Open it
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+
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+ ```
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+ summer run my-game
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+ ```
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+
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+ Confirm the engine launched and the project loaded. If `summer run` fails, run `summer doctor` and surface the failure to the user.
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+
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+ ### 5. Don't keep going automatically
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+
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+ After scaffolding, **stop and let the user direct.** A common mistake: fire `summer:fps-controller` or `summer:design-mechanic` automatically because "now we make a game." Wait. The user might want to:
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+
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+ - Brainstorm what to build (`summer:brainstorm-game`)
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+ - Set the visual direction (`summer:art-direction`)
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+ - Jump straight into a known mechanic (`summer:design-mechanic`)
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+ - Build a specific controller (`summer:fps-controller`)
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+
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+ Ask: "Project is open. What do you want to build?"
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+
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+ ## Anti-patterns
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+
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+ | Don't | Why |
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+ |---|---|
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+ | Skip the name question and use `my-game` silently | The user has opinions about the directory name. Two seconds of asking saves a `mv` later. |
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+ | Use `summer create 3d-basic` for a 2D game | Wrong starting scene. Use `empty` and let the user/agent build the 2D root from there. |
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+ | Default to a community template | That's `summer:browse-templates`. This skill is specifically for "blank canvas." |
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+ | Continue into `summer:fps-controller` automatically | Most users want to brainstorm or set art direction first. Stop and ask. |
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+ | Run this when the user is in an existing project | Check `summer status` or `summer_get_project_context` first. If a project is already open, the user probably wanted to modify it, not create a new one. |
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+
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+ ## Edge cases
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+
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+ - **Engine not running** → that's fine. `summer create` doesn't need the engine. After scaffolding, `summer run <name>` will start it.
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+ - **User wants 2D but `empty` is the only 2D-friendly built-in** → use `empty`, then in the next breath set up a 2D scene root via `summer_replace_node` (Node3D → Node2D). Mention this — don't surprise the user.
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+ - **Directory exists** → the CLI errors out. Ask for a different name; don't try to overwrite.
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+
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+ ## Closing
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+
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+ End with: "Project `<name>` is created and open. What do you want to build first?"
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+
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+ That's the handoff to whatever skill comes next.
@@ -1,6 +1,6 @@
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  ---
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  name: scene-composition
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- description: How to structure scenes, when to use sub-scenes, node hierarchy conventions, and reusable prefabs. Use when building scenes, organizing nodes, or creating instanced prefabs. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy".
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+ description: Use when building or organizing scenes in Godot — node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, instance vs add-node decisions. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy", "scene structure", "PackedScene".
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  license: MIT
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  compatibility: [Cursor, Claude Code, Windsurf, Codex]
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  category: scene-and-project
@@ -1,6 +1,6 @@
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  ---
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  name: gdscript-patterns
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- description: Common GDScript idioms — type hints, signals, exports, onready, lifecycle methods, naming conventions. Use when writing GDScript, attaching scripts, or refactoring untyped code. Trigger on "GDScript", "script", "signals", "exports".
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+ description: Use when writing or refactoring GDScript — type hints, signals, exports, onready, lifecycle methods (`_ready` vs `_process` vs `_physics_process`), `get_node` vs `$NodePath`, naming conventions. Trigger on "GDScript", "script", "signals", "exports", "onready", "_ready", "_process".
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  license: MIT
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  compatibility: [Cursor, Claude Code, Windsurf, Codex]
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  category: scripting-patterns
@@ -1,6 +1,6 @@
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  ---
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  name: ui-basics
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- description: HUD, menus, health bars, progress bars, and Control-based UI layout. Use when building menus, HUDs, health bars, or any Control-tree UI. Trigger on "UI", "HUD", "menu", "health bar", "Control".
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+ description: Use when building Godot UI — HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme vs inline styling. Trigger on "UI", "HUD", "menu", "health bar", "Control", "anchors", "VBoxContainer", "main menu", "pause menu".
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  license: MIT
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  compatibility: [Cursor, Claude Code, Windsurf, Codex]
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  category: ui-and-ux
@@ -0,0 +1,200 @@
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+ ---
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+ name: animated-loop
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+ description: Use when generating a short looping video clip — splash screen background, animated logo backdrop, idle title-screen footage, looping environment ambience. Output must loop seamlessly and is wired as a VideoStreamPlayer with autoplay and loop set true. Trigger on "looping background", "splash loop", "title screen video", "animated backdrop", "menu background loop", "ambient loop video", "looping clip", "seamless loop".
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+ license: MIT
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+ compatibility: [Cursor, Claude Code, Windsurf, Codex]
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+ category: video
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+ user-invocable: true
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+ allowed-tools: Read Grep Glob Write Edit summer_generate_video summer_generate_image summer_search_assets summer_import_from_url summer_add_node summer_set_prop
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+ paths: ["assets/video/**", "menus/**", "ui/**"]
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+ ---
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+
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+ # animated-loop — 3-5 Second Seamless Background Loop
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+
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+ A loop is the only video format that has to *not have* a beginning or end. The viewer sees it on the title screen for 30 seconds; if the seam between loop iterations is visible, the whole thing reads as broken. This skill exists to force the constraints that make seams invisible: keep the duration short (3-5s), keep the motion ambient (no narrative, no big camera moves), use the cheap fast model (`ltx`), and prompt for a composition where the first and last frames are functionally identical.
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+
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+ If the user wants a 5s punchy marketing shot, that's `video/trailer-shot`. If they want a 10s narrative cutscene, that's `video/cinematic-cutscene`. This skill is the one for video that has to *disappear* — atmosphere behind a logo, mood behind a menu, ambience behind a splash card.
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+
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+ ## When to use
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+
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+ - "Looping background for the title screen."
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+ - "Animated backdrop behind the logo on the splash."
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+ - "Menu background — torchlit dungeon, just flicker and motes."
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+ - "Looping ambient video for the pause screen."
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+ - "Splash loop — fog over a forest."
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+ - "Need a video that loops behind the level select."
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+
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+ ## When NOT to use
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+
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+ - Marketing shot for a trailer (5-10s with punch) — `video/trailer-shot`.
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+ - Narrative cutscene with a beginning and end — `video/cinematic-cutscene`.
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+ - Static splash image — generate with `2d-assets/concept-art` and use a `TextureRect`. A still is cheaper, lighter, and never seams.
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+ - UI element animation (icons, button states) — those are GDScript `Tween` or sprite sheets, not video.
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+ - A 10-second shot you want to "loop". That seam will be visible. Either accept a hard cut every 10s (ugly) or generate a 3-5s clip designed to loop.
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+
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+ ## Steps
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+
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+ ### 1. Confirm the loop will be visible for a long time
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+
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+ > Quick check — this loop will play on a screen the user might stare at for 30+ seconds. That means the loop point must be invisible. I'll keep it 3-5s and prompt for ambient motion (drift, flicker, shimmer) rather than a narrative beat. OK?
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+
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+ If the user wants narrative motion (a character walking, a door opening), this is the wrong skill — route to `video/cinematic-cutscene`.
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+
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+ ### 2. Pick the model — `ltx` first, always
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+
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+ For loops, `ltx` is correct ~95% of the time. It's $0.10, ~30s, and the constraints (short duration, ambient motion) are exactly the ones `ltx` handles best. Premium models add cost without adding loop quality.
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+
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+ | Model | Cost | Speed | When |
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+ |---|---|---|---|
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+ | `ltx` | ~$0.10 | ~30s | Default. Use this. |
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+ | `kling` | ~$0.50 | 2-4 min | Only if the loop is the centerpiece of a premium splash and quality is visibly lacking on `ltx` |
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+ | `kling-turbo` | ~$0.30 | 1-2 min | Same as `kling` but faster |
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+ | `veo3` | ~$1.00 | 3-5 min | Almost never — `veo3` shines on dialogue/identity, neither matters for ambient loops |
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+ | `minimax` | ~$0.40 | 2-3 min | Stylized / anime aesthetic loops |
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+
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+ ### 3. Lock the look with a reference still
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+
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+ The reference still doubles as the *target* loop frame. Generate it deliberately — the video model's first and last frames will gravitate toward the reference, which is exactly what you want for a closing seam.
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+
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+ ```
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+ summer_generate_image(
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+ prompt="<subject>, ambient atmospheric scene, cinematic lighting, painterly, balanced composition with no clear focal action",
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+ model="nano-banana-2",
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+ options={ image_size: "landscape_16_9" }
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+ )
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+ ```
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+
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+ For vertical menus (mobile portrait splash), generate at portrait and use `aspectRatio="9:16"` on the video call.
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+
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+ ### 4. Prompt for loopable motion only
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+
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+ Loopable motion is **continuous, ambient, directionless, or oscillating**. Avoid anything with a beginning or end (a character entering, a sword swinging, a door closing).
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+
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+ Loopable verbs: `drift`, `flicker`, `swirl`, `shimmer`, `sway`, `pulse`, `glow`, `rise`, `fall`, `wave`, `breathe`, `ripple`.
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+
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+ Non-loopable verbs (avoid): `walks`, `enters`, `appears`, `emerges`, `transforms`, `attacks`, `falls down`, `opens`, `closes`.
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+
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+ ```
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+ summer_generate_video(
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+ prompt="<subject from reference>, <ambient loopable motion>, slow continuous, looping, seamless, cinematic",
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+ model="ltx",
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+ imageUrl="<reference URL from step 3>",
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+ duration=4,
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+ aspectRatio="16:9",
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+ options={ negative_prompt: "sudden movement, character action, narrative event, fade to black" }
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+ )
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+ ```
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+
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+ The phrase **"looping, seamless"** in the prompt biases the model toward stable first/last frames. The negative prompt rules out narrative drift.
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+
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+ ### 5. Inspect the seam
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+
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+ Watch the result and the seam (the cut between the last and first frame on replay). If the seam is visible:
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+
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+ - **Most common cause:** something moved across the frame and didn't return (a particle drifted off-screen, a cloud moved). Regenerate with `slow continuous, returning motion, oscillating` in the prompt.
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+ - **Second cause:** lighting drifted. Regenerate with `constant lighting, no time of day change`.
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+ - **Third cause:** the duration was too long. Drop from 5s to 3s and regenerate.
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+
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+ If three regenerations don't seam-close, accept a small crossfade in the engine: set up two `VideoStreamPlayer` nodes and crossfade between them via a `Tween`. This is a fallback, not the goal.
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+
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+ ### 6. Import and wire as a looping VideoStreamPlayer
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+
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+ ```
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+ summer_import_from_url(url="<fileUrl>", path="assets/video/loops/title_screen_bg.ogv")
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+ ```
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+
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+ Note: Godot's `VideoStreamPlayer` natively plays Ogg Theora (`.ogv`); for `.mp4` you may need to transcode or rely on the engine's bundled WebM/MP4 plugin. Studio's import pipeline handles transcoding when the path extension is set explicitly — confirm the resulting resource type with `summer_inspect_resource` if playback fails.
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+
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+ ```
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+ summer_add_node(parent="./TitleScreen", type="VideoStreamPlayer", name="BackgroundLoop")
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="stream", value="res://assets/video/loops/title_screen_bg.ogv")
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="autoplay", value=true)
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="loop", value=true)
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="expand", value=true)
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="anchors_preset", value=15)
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+ ```
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+
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+ Anchors preset 15 is "full rect" — the loop fills the menu. Place the logo and menu buttons as children *above* the `VideoStreamPlayer` in the tree (Godot draws siblings in tree order; later siblings render on top).
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+
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+ ### 7. Mute the audio track
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+
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+ Loops should never have a baked audio track that loops with them — the audio seam will be even more obvious than the visual one. The video models don't generate audio anyway, but if you ever import a clip that has audio, mute it:
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+
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+ ```
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+ summer_set_prop(path="./TitleScreen/BackgroundLoop", property="volume_db", value=-80)
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+ ```
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+
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+ Score the menu separately with `audio/music-track`.
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+
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+ ## Reference card — prompts that work
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+
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+ Pattern: `<subject> + <ambient loopable motion> + <constant lighting> + "looping, seamless" + <stylistic anchor>`. Keep under 40 words. Always pair with `imageUrl`.
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+
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+ | Goal | Model | Prompt | Cost | Duration |
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+ |---|---|---|---|---|
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+ | Title menu — fog forest | `ltx` | `dense pine forest in low fog, fog drifting slowly between trunks, soft moonlight, ambient particles rising, looping, seamless, cinematic painterly` | $0.10 | 4s |
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+ | Title menu — dungeon torch | `ltx` | `stone dungeon corridor lit by a single torch, flame flickering steadily, dust motes drifting in the light cone, looping, seamless` | $0.10 | 4s |
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+ | Splash — embers / sky | `ltx` | `dusk sky with slow drifting embers rising upward across frame, deep blue gradient, looping, seamless, cinematic` | $0.10 | 5s |
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+ | Logo backdrop — magic runes | `ltx` | `dark surface with glowing blue runes pulsing softly in slow rhythm, faint shimmer, no narrative motion, looping, seamless` | $0.10 | 3s |
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+ | Menu — underwater | `ltx` | `underwater scene with caustic light dancing on a sandy floor, slow drifting bubbles, gentle current sway on kelp, looping, seamless` | $0.10 | 5s |
140
+ | Pause screen — slow rain | `ltx` | `window pane with continuous gentle rain drops, blurred warm interior glow behind, looping, seamless, ambient` | $0.10 | 4s |
141
+ | Title — anime sky | `minimax` | `anime style cumulus clouds drifting slowly across a pastel sunset sky, soft, painterly, looping, seamless, Ghibli` | $0.40 | 4s |
142
+ | Premium splash centerpiece | `kling` | `dragon silhouette breathing in profile against a vast sunset sky, only the chest rising and falling and clouds drifting, looping, seamless` | $0.50 | 5s |
143
+
144
+ ### Bad prompts and why
145
+
146
+ | Bad | Why it fails |
147
+ |---|---|
148
+ | `looping background of a hero walking through a forest` | "Walking" is non-loopable — the hero arrives and departs. Replace with `forest with fog drifting`. |
149
+ | `dramatic title screen video` | "Dramatic" implies narrative beats; loops want ambient. Specify the ambient motion. |
150
+ | `make it 10 seconds and loop` | 10s loops show their seam. Drop to 5s. |
151
+ | `epic looping background trending on artstation` | Adjective slop. The model already knows "cinematic"; the rest hurts. |
152
+ | `the door slowly opens, looping` | Doors don't loop — they open once. The clip will hard-cut on replay. |
153
+
154
+ ## Anti-patterns
155
+
156
+ - **Asking the model for a 10s loop.** Past ~6s, identity drifts and the seam shows. Cap at 5s.
157
+ - **Spending `kling` money on a loop.** `ltx` is the right call ~95% of the time. The constraints favor the cheap model.
158
+ - **Prompting narrative motion.** "Hero draws sword" doesn't loop. Use ambient verbs.
159
+ - **Forgetting `loop=true` on the `VideoStreamPlayer`.** The clip will play once and freeze on the last frame.
160
+ - **Forgetting to mute baked audio.** If audio is on, the loop point becomes audible even if it's invisible.
161
+ - **Using `aspectRatio="16:9"` for a portrait splash.** Pillarboxed loops on a vertical splash look broken. Set `9:16` and frame portrait.
162
+ - **Importing without transcoding to a Godot-friendly container.** `VideoStreamPlayer` natively wants Ogg Theora; `.mp4` works with the bundled plugin but isn't guaranteed across platforms — confirm with `summer_inspect_resource`.
163
+
164
+ ## Edge cases
165
+
166
+ - **Splash loop must be tiny in build size.** Loops compress aggressively because of low motion. Target ≤2MB by exporting at 720p, low bitrate, in DaVinci. Studio's import doesn't re-encode by default.
167
+ - **Mobile portrait splash.** `aspectRatio="9:16"`, reference image at portrait, anchors preset 15 still works.
168
+ - **Loop must sync to a music beat.** The video model doesn't know your BPM. Generate at the duration matching one bar at the menu music tempo (e.g. 120 BPM × 4 beats = 2s, or 8 beats = 4s) and confirm visually.
169
+ - **Loop is behind translucent UI.** Generate with extra contrast headroom — the model tends toward mid-grey, and translucent UI on mid-grey reads muddy. Push for `high contrast cinematic` in the prompt.
170
+ - **Loop seam still visible after 3 regens.** Set up two `VideoStreamPlayer` siblings and crossfade between them with a `Tween` on a 0.5s overlap. Costs an extra GPU decode but hides the seam.
171
+
172
+ ## Fallback (no MCP)
173
+
174
+ If the Studio MCP server isn't running, route the user to the Studio web dashboard:
175
+
176
+ 1. Image tab → generate the reference still (the loop's "neutral frame").
177
+ 2. Video tab → image-to-video with `ltx`, duration 4s, aspect ratio per target.
178
+ 3. Prompt with the loopable-motion vocabulary above and `"looping, seamless"`.
179
+ 4. Download the result, transcode to `.ogv` if needed, place under `assets/video/loops/`.
180
+
181
+ Print the exact prompt + model + duration + aspect ratio so the user can paste it into the dashboard.
182
+
183
+ ## Handoff
184
+
185
+ Once the loop is wired:
186
+
187
+ > Loop `title_screen_bg` is wired to `TitleScreen/BackgroundLoop` with autoplay + loop. Next:
188
+ > - Score the menu with `audio/music-track` — a quiet ambient bed scored to the loop's mood.
189
+ > - For the logo and menu UI on top, hand off to `2d-assets/ui-graphics`.
190
+ > - If the user wants a punchy 5s shot for the trailer using the same look, hand off to `video/trailer-shot` (reuse the reference image).
191
+ > - If the user wants a narrative intro that plays *before* the title loops, hand off to `video/cinematic-cutscene`.
192
+
193
+ ## See also
194
+
195
+ - `video/trailer-shot` — punchy marketing footage.
196
+ - `video/cinematic-cutscene` — narrative cutscenes with dialogue.
197
+ - `audio/music-track` — score the menu.
198
+ - `2d-assets/ui-graphics` — logo, menu buttons, HUD that sits over the loop.
199
+ - `2d-assets/concept-art` — produce the reference still that anchors the loop.
200
+ - `_shared/mcp-tools-reference.md` — `summer_generate_video` parameter schema and error codes.
@@ -0,0 +1,204 @@
1
+ ---
2
+ name: cinematic-cutscene
3
+ description: Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on "cutscene", "intro cinematic", "opening scene", "ending cinematic", "story beat video", "character intro video", "in-engine cinematic", "non-playable scene".
4
+ license: MIT
5
+ compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
+ category: video
7
+ user-invocable: true
8
+ allowed-tools: Read Grep Glob Write Edit summer_generate_video summer_generate_image summer_generate_audio summer_search_assets summer_import_from_url summer_add_node summer_set_prop
9
+ paths: ["assets/video/**", "cinematics/**", "trailers/**"]
10
+ ---
11
+
12
+ # cinematic-cutscene — Locked-Look Story Beat in 5-10 Seconds
13
+
14
+ A cutscene is a non-interactive video clip the game plays back at a fixed moment — opening, story beat, character intro, ending. Quality is dominated by **two things**: continuity (the character on screen looks like the character in the game) and shot length (every clip past 10s drifts in identity, hands, and physics). This skill enforces both — generate a reference image first to lock the look, then image-to-video each shot, then chain shots in sequence rather than asking the model for one long take.
15
+
16
+ If the user wants 5 seconds of marketing footage, that's `video/trailer-shot`. If they want a 3-second seamless background loop, that's `video/animated-loop`. This skill is for narrative beats with a defined start, middle, and end — usually with dialogue or VO.
17
+
18
+ ## When to use
19
+
20
+ - "Generate the opening cinematic for the game."
21
+ - "I need a cutscene where the witch turns to the player and warns them about the curse."
22
+ - "Make a 10-second character intro for the boss."
23
+ - "Add an ending sequence after the player defeats the dragon."
24
+ - "Cinematic where the village burns and the protagonist runs."
25
+ - The user has a defined moment with story content — not a vibe loop, not a marketing splash.
26
+
27
+ ## When NOT to use
28
+
29
+ - "5-second slow-mo combat shot for the trailer" — `video/trailer-shot`.
30
+ - "Looping splash screen background" — `video/animated-loop`.
31
+ - "Animated logo backdrop on the title screen" — `video/animated-loop`.
32
+ - Real-time in-engine cinematic with the actual gameplay characters and camera — that's a Godot AnimationPlayer / Timeline job, not generated video. Route to `summer:scene-composition`.
33
+ - Voice-only narration over a static image — generate the dialogue with `summer_generate_audio` and use a static `TextureRect`, no video needed.
34
+
35
+ ## Steps
36
+
37
+ ### 1. Read the soul file and any prior cutscenes
38
+
39
+ ```
40
+ Read .summer/GameSoul.md
41
+ summer_search_assets(query="cutscene", filter={ kind: "video" })
42
+ summer_search_assets(query="<character name> reference", filter={ kind: "image" })
43
+ ```
44
+
45
+ If a reference image of the character already exists from a prior `concept-art` or `character-portrait` run, **reuse it** as the `imageUrl` — that single decision is the difference between the character looking like themselves and looking like a stranger.
46
+
47
+ ### 2. Plan the shot list
48
+
49
+ Cutscenes longer than 10 seconds are **multiple shots**, not one take. Ask the user to break it down:
50
+
51
+ > Want this as one 10s shot, or three shots (e.g. wide → close on face → reaction)? Each shot is 5-10s. I'll generate a reference image once, then image-to-video each shot off of it.
52
+
53
+ Default if the user is vague: **3 shots, 5s each, ~$1.50 total on kling**. Confirm before spending.
54
+
55
+ ### 3. Lock the look — generate a reference image first
56
+
57
+ For any character or hero scene, generate a reference still with `summer_generate_image` *before* generating video. This still drives `imageUrl` on every subsequent shot, so the character is consistent across cuts.
58
+
59
+ ```
60
+ summer_generate_image(
61
+ prompt="<subject>, <setting>, cinematic lighting, film still, <art style from GameSoul.md>",
62
+ model="nano-banana-2",
63
+ options={ image_size: "landscape_16_9" }
64
+ )
65
+ ```
66
+
67
+ Show the user the still and confirm it's the right look before video-ing it. Regenerating a $0.05 still beats regenerating a $0.50 video.
68
+
69
+ ### 4. Pick the model
70
+
71
+ | Model | Cost | Speed | When |
72
+ |---|---|---|---|
73
+ | `ltx` | ~$0.10 | ~30s | Iteration, blocking shots, B-roll, throwaway tests |
74
+ | `kling` | ~$0.50 | 2-4 min | Hero shots, character cutscenes, anything the player will sit and watch |
75
+ | `kling-turbo` | ~$0.30 | 1-2 min | Same as kling when iteration speed matters more than the last 10% of quality |
76
+ | `veo3` | ~$1.00 | 3-5 min | Pitch decks, premium dialogue scenes with synced lip motion, short-form ad |
77
+ | `minimax` | ~$0.40 | 2-3 min | Stylized / anime-leaning content; better at non-photoreal looks than kling |
78
+
79
+ Default policy: **`ltx` first** to validate the prompt and shot framing. If it lands the composition but quality is rough, escalate to `kling`. Only reach for `veo3` if dialogue lip-sync matters and the user has approved the cost.
80
+
81
+ ### 5. Generate each shot
82
+
83
+ ```
84
+ summer_generate_video(
85
+ prompt="<subject does <action>, <camera move>, <lighting>, cinematic, 16mm film grain>",
86
+ model="kling",
87
+ imageUrl="<reference image fileUrl from step 3>",
88
+ duration=5,
89
+ aspectRatio="16:9"
90
+ )
91
+ ```
92
+
93
+ Returns `{ asset: { fileUrl } }`. Show the user the URL and ask:
94
+
95
+ > Shot 1 of 3 done. Land or regenerate? If land, I'll move to shot 2.
96
+
97
+ ### 6. Generate dialogue audio (if the scene has dialogue)
98
+
99
+ Cutscene dialogue is TTS, not in the video model. The video model can render mouth motion that *looks* like talking, but the audio comes from `summer_generate_audio`. Generate it separately and the editor (Godot's AnimationPlayer or your `cinematics/` controller scene) syncs them.
100
+
101
+ ```
102
+ summer_generate_audio(
103
+ capability="text_to_speech",
104
+ text="They'll come for you at dawn. Run while you can.",
105
+ voiceId="<from audio bible — see audio/voice-line>"
106
+ )
107
+ ```
108
+
109
+ Lip-sync caveat: if the video shows the character clearly mouthing words and the audio is a different cadence, viewers notice. Either (a) keep the camera off the character's face during dialogue, (b) accept the asynchrony for a stylized look, or (c) use `veo3` and prompt the dialogue text directly into the video prompt for synced motion.
110
+
111
+ ### 7. Import and wire as a VideoStreamPlayer
112
+
113
+ ```
114
+ summer_import_from_url(url="<fileUrl>", path="assets/video/cinematics/intro_shot_01.mp4")
115
+ ```
116
+
117
+ Build a controller scene at `cinematics/Intro.tscn`:
118
+
119
+ ```
120
+ summer_add_node(parent=".", type="Control", name="Intro")
121
+ summer_add_node(parent="./Intro", type="ColorRect", name="Fade") # black, alpha 1.0 → 0.0
122
+ summer_add_node(parent="./Intro", type="VideoStreamPlayer", name="Video")
123
+ summer_set_prop(path="./Intro/Video", property="stream", value="res://assets/video/cinematics/intro_shot_01.mp4")
124
+ summer_set_prop(path="./Intro/Video", property="autoplay", value=true)
125
+ summer_set_prop(path="./Intro/Video", property="expand", value=true)
126
+ summer_set_prop(path="./Intro/Fade", property="anchors_preset", value=15)
127
+ ```
128
+
129
+ Attach a `Tween` script that fades the `ColorRect` from black to clear over 0.5s on `_ready`, then back to black when `Video.finished` fires, then `queue_free()`s the scene. For multi-shot cutscenes, queue the next `VideoStreamPlayer` in the `finished` signal handler.
130
+
131
+ For dialogue, add an `AudioStreamPlayer` sibling with the TTS clip and call `play()` in `_ready` after a small delay matching where the line lands in the video.
132
+
133
+ ## Reference card — prompts that work
134
+
135
+ Pattern: `<subject> + <action> + <camera move> + <lighting> + <stylistic anchor>`. Keep prompts under 50 words; over-prompting confuses the model. Always pair with `imageUrl` to lock the character.
136
+
137
+ | Goal | Model | Prompt | Cost | Duration |
138
+ |---|---|---|---|---|
139
+ | Opening establishing shot | `kling` | `wide shot of a fog-shrouded medieval village at dawn, slow dolly-in toward the church spire, warm low sun, cinematic, anamorphic lens flare` | $0.50 | 5s |
140
+ | Character intro (hero turns to camera) | `kling` | `young witch with raven on shoulder turns slowly toward camera, candlelit interior, shallow depth of field, cinematic film still` | $0.50 | 5s |
141
+ | Dialogue close-up (no synced lips) | `kling` | `close-up of a grizzled knight, eyes downcast then looking up, firelight on his face, dust motes, 16mm film grain` | $0.50 | 5s |
142
+ | Dialogue close-up (synced lips) | `veo3` | `close-up of the witch saying "they will come for you at dawn", candlelight, cinematic, shallow DOF` | $1.00 | 5s |
143
+ | Action beat (village burns) | `kling` | `medium wide of a thatched village engulfed in flames at night, embers rising, silhouettes running through smoke, hand-held camera, cinematic` | $0.50 | 5s |
144
+ | Ending shot (hero walks away) | `kling` | `low wide shot of a cloaked figure walking away across a blasted plain at sunset, slow truck-back, golden hour, dust on the wind` | $0.50 | 5s |
145
+ | Throwaway iteration / blocking | `ltx` | same prompt as above | $0.10 | 5s |
146
+ | Anime / stylized cutscene | `minimax` | `anime-style young swordsman draws blade and steps forward, sakura petals, dramatic wind, Studio Ghibli soft painterly` | $0.40 | 5s |
147
+
148
+ ### Bad prompts and why
149
+
150
+ | Bad | Why it fails |
151
+ |---|---|
152
+ | `epic cutscene of the hero defeating the boss` | No subject, no shot, no camera. Returns a generic action montage. |
153
+ | `the hero walks into the throne room, kneels before the king, draws his sword and says I refuse to serve, then walks out` | Five events in one prompt. Model picks one (badly) or tries all and renders mush. Split into three shots. |
154
+ | `cinematic 4k masterpiece trending on artstation` | Adjective slop. The model already knows "cinematic"; the rest is dead weight. |
155
+ | `make the character look exactly like in the game` | Words can't anchor identity. Use `imageUrl`. |
156
+ | `the camera does a complex handheld weaving move through the crowd` | Video models render simple camera moves (pan, tilt, dolly, truck) reliably and complex moves badly. Pick one verb. |
157
+
158
+ ## Anti-patterns
159
+
160
+ - **Generating a 10s shot when you should chain two 5s shots.** Identity, hand consistency, and physics drift every additional second past ~6s. Two 5s shots cut together look better and cost the same.
161
+ - **Skipping the reference image.** Generating four character cutscenes from text prompts alone produces four different-looking people. Always lock the look with `summer_generate_image` first, then `imageUrl` every subsequent video call.
162
+ - **Asking the video model to render dialogue without `veo3`.** `kling` and `ltx` will animate mouths but the motion does not match any audio. Use `veo3` if dialogue is on-camera, or keep the camera off the speaker.
163
+ - **Using `kling` for blocking iterations.** Burn $0.10 on `ltx` to validate framing and prompt; only spend $0.50 once the composition lands.
164
+ - **Putting the cutscene on a `VideoStreamPlayer` without a fade.** Cuts straight from gameplay to video are jarring. Always wrap in a `ColorRect` fade in/out.
165
+ - **Forgetting to import the file.** `summer_generate_video` returns a `fileUrl` on Cloudinary; until you call `summer_import_from_url`, it isn't in `res://` and the scene can't reference it.
166
+
167
+ ## Edge cases
168
+
169
+ - **Vertical cutscene for a mobile target.** Set `aspectRatio="9:16"`. Reference image must also be 9:16 — generate it with `image_size: "portrait_16_9"` or the framing will crop wrong on the video.
170
+ - **Cutscene must match an in-engine character precisely.** No video model will hit pixel-perfect identity. Either (a) accept the artistic license, (b) render the cutscene in-engine with `AnimationPlayer` instead of generating it, or (c) generate a reference image *from* a screenshot of the in-engine character (image-to-image first, then image-to-video).
171
+ - **Dialogue is too long for a 5s shot.** Either trim the line, or split: 5s of speaker, 5s of listener reaction (cheaper because the listener doesn't need synced lips).
172
+ - **Cutscene needs to play and the player isn't looking.** Pause the gameplay timer, push a `Control` overlay with the `VideoStreamPlayer`, restore on finish.
173
+ - **Multi-shot continuity.** Use the same reference image as `imageUrl` across all shots. If lighting differs by shot, generate one reference per lighting setup, not one per shot.
174
+
175
+ ## Fallback (no MCP)
176
+
177
+ If the Studio MCP server isn't running, the user can do all of this through the Studio web dashboard at the Summer Engine cloud console:
178
+
179
+ 1. Generate a reference image in the Image tab.
180
+ 2. Open the Video tab, paste the reference URL into the image-to-video field.
181
+ 3. Set model, duration, aspect ratio, and prompt as listed above.
182
+ 4. Download the `.mp4` and drop it into `assets/video/cinematics/` in the project, then re-import via the Godot editor.
183
+
184
+ Print the exact prompt + model + duration + aspect ratio so the user can paste it into the dashboard verbatim.
185
+
186
+ ## Handoff
187
+
188
+ Once the cutscene is generated and wired:
189
+
190
+ > Cutscene `intro` wired at `cinematics/Intro.tscn` with fade in/out and `Video.finished` chained to scene change. Next:
191
+ > - Add the dialogue track with `audio/voice-line` if you haven't yet.
192
+ > - Score the moment with `audio/music-track` — a cutscene without music feels like a placeholder.
193
+ > - For the boss reveal cutscene, run this skill again with the same reference image to keep the witch identity stable.
194
+ > - If you want a 5s "money shot" version for marketing, run `video/trailer-shot` against the same reference.
195
+
196
+ ## See also
197
+
198
+ - `video/trailer-shot` — marketing footage, 5-10s, maximum visual punch.
199
+ - `video/animated-loop` — seamless looping background clips.
200
+ - `audio/voice-line` — TTS dialogue used inside cutscenes.
201
+ - `audio/music-track` — score the cutscene.
202
+ - `2d-assets/concept-art` — generate the reference image axis if no character reference exists yet.
203
+ - `2d-assets/character-portrait` — produce a high-fidelity locked character portrait for use as `imageUrl`.
204
+ - `_shared/mcp-tools-reference.md` — `summer_generate_video` parameter schema and error codes.