onyx-engine
01ouzlifaneyassine1-dot/onyx-engine
Plugin Claude Code
Onyx Engine plugins for Claude Code.
ouzlifaneyassine1-dot/onyx-engine
Plugin Claude Code
Onyx Engine plugins for Claude Code.
ouzlifaneyassine1-dot/onyx-engine
Plugin Claude Code
Agent tooling for Onyx Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
ouzlifaneyassine1-dot/onyx-engine
MCP server Claude CodeCodexCursor
MCP server "onyx-engine" as configured in ouzlifaneyassine1-dot/onyx-engine. Runs locally from the onyx-engine npm package.
ouzlifaneyassine1-dot/onyx-engine
Instructions file CodexOpenCode
AGENTS.md instructions for ouzlifaneyassine1-dot/onyx-engine, covering onyx — agent context, what you're working with, critical rules, skill priority and mcp tool palette (engine on localhost:6550).
ouzlifaneyassine1-dot/onyx-engine
Instructions file
Claude Code instructions for ouzlifaneyassine1-dot/onyx-engine: This file primes Claude Code on onyx when it loads from this repo. The full agent workflow lives in skills/workflow/using-onyx/SKILL.md; activate that skill on every fresh session.
ouzlifaneyassine1-dot/onyx-engine
Instructions file Gemini CLI
Gemini CLI instructions for ouzlifaneyassine1-dot/onyx-engine, covering onyx — context primer for gemini, what onyx engine is, how to behave, skill priority and mcp tools (when the engine is running on localhost:6550).
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when the user types "/onyx " — adopts the Onyx Engine game-dev persona and routes the request through the onyx skill family. Trigger on any message starting with "/onyx ", or "as onyx" / "in onyx mode" / "using onyx" framings.
ouzlifaneyassine1-dot/onyx-engine
Command
You are capturing what we just learned in this game-development session into Onyx Engine's skill library, so the next agent (and every onyx user) gets to start where we ended.
ouzlifaneyassine1-dot/onyx-engine
Hook
Runs when a session starts on startup, clear and compact, executing run-hook.cmd. From ouzlifaneyassine1-dot/onyx-engine.
ouzlifaneyassine1-dot/onyx-engine
Hook
Runs before the agent uses a tool for Bash(git commit*) tool calls, executing run-hook.cmd. From ouzlifaneyassine1-dot/onyx-engine.
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on "concept art", "art direction", "explore the look", "give me some variants", "what could…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when the user wants to generate a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set. The skill plans the prompt, generates a coherent sheet, removes the background, vision-detects each item, classifies it, and saves as a single pack ArtAsset. Trigger on…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by create-asset-sheet) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when consuming a widget slice (panel, button, slider, progress bar, or toggle pair) from a create-asset-sheet pack into a Godot scene. The pack's metadata.sliceMeta carries 9-slice margins, fill rects, and on/off pair links per slice — this skill explains how to wire those into NinePatchRect / TextureProgressBar /…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with…
ouzlifaneyassine1-dot/onyx-engine
Skill Claude CodeCodex
Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on "make a sword", "generate a chest", "I need a barrel", "add a lantern model", "give me a treasure prop", "create…