Individual skill
scenario-godot-2d
Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.
skills/game-engines/godot/scenario-godot-2d/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
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- Yes
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- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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- Repository stars (not skill ratings)
- 3,658
- Repository last updated
- Nov 9, 2026
- License
- MIT
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Browse files
SKILL.mdcore · 21,480 bytesSKILL.mdcore · 21,480 bytesreferences/critique.mddoc · 5,662 bytesreferences/expert-notes.mddoc · 11,845 bytesreferences/gui-paths.mddoc · 5,301 bytesreferences/procedures.mddoc · 32,303 bytesreferences/sources.mddoc · 8,409 bytesscripts/agentkit/2d/audit_2d.gdasset · 4,737 bytesscripts/agentkit/2d/dual_grid.gdasset · 2,615 bytesscripts/agentkit/2d/follow_camera_2d.gdasset · 4,625 bytesscripts/agentkit/2d/parallax_tools.gdasset · 1,606 bytesscripts/agentkit/2d/pixel_light.gdshaderasset · 617 bytesscripts/agentkit/2d/pixel_viewport.gdasset · 2,732 bytesscripts/agentkit/2d/platformer_body.gdasset · 3,753 bytesscripts/agentkit/2d/platformer_tuning.gdasset · 2,681 bytesscripts/agentkit/2d/sprite_frames_builder.gdasset · 4,021 bytesscripts/agentkit/2d/terrain_tools.gdasset · 4,090 bytesscripts/agentkit/2d/tileset_builder.gdasset · 8,019 bytesscripts/agentkit/2d/topdown_body.gdasset · 2,418 bytesscripts/gd_2d.pyruns · 27,093 bytes
Read excerpt
# Godot 2D (developer and artist)
Target: Godot 4.7.2 standard build, macOS, run headless or in small windows through the
scenario-godot-expert toolkit.
Expert level in 2D means feel and pixels are measured, not eyeballed: a jump has a height in tiles
and a coyote window in ticks, a camera has a lag in pixels, a pixel-art screen has an integer factor
and a fringe count. The agent builds tiles, controllers and cameras in code, proves them with
deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, review loop, toolkit `gd_env`, `gd_run`,