vfx

vfx is a skill for Claude Code from kyh/vibedgames. It costs 39 tokens per session (2,560 once invoked), scanned A, original, MIT.

A recipe book for real-time 2D visual effects in games, such as explosions, sparks, muzzle flashes, trails, smoke, pickups, healing effects, shockwaves, and weather.

In plain words
What is it for?
Use it to design and tune game effects with anticipation, impact, and fade-out stages. It helps build layered explosions and other effects while keeping important actions visible.
Why use it?
It links each effect to the gameplay message it must communicate, such as confirming a hit or showing danger. It also gives timing, layering, readability, and mobile-performance guidance.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the vibedgames plugin — 34 skills shipped together

Good fit Use it to design and tune game effects with anticipation, impact, and fade-out stages. It helps build layered explosions and other effects while keeping important actions visible.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/vfx
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kyh/vibedgames --skill vfx
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code.

Or install vibedgames, the plugin that ships this one along with the rest of its 34 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for vfx

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/vfx/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/vfx)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/vfx"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/vfx/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for vfx

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/vfx"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/vfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,560 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00039 $0.02560
Opus 5.5 $0.00016 $0.01024
Sonnet 5.5 $0.00008 $0.00512
Haiku 4.5 $0.00004 $0.00256

Measured 1mo ago against content hash b89f3156490e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

vfx scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/vibedgames/skills/vfx/SKILL.md · 177 lines

How it starts

The opening of the file, as written. The whole thing — 177 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Real-time VFX

Effects spell out the mechanics first: before pretty, decide what the player must learn (hit confirmed? danger radius?). Then the timing model: anticipation → overload → processing — brief windup, violent fast core, slow lingering decay. Fast in, slow out: peak size in the first ~20% of an effect's life, the rest is decay.

Three more laws: scale of importance — a basic attack must never outshine an ultimate; if it feels long, it's way too long: effects live in a busy scene, default shorter than feels right alone; and replace, don't layer — a weak effect gets removed or replaced, never a new one stacked beside it. Stacking compounds draw calls, noise and maintenance, and reads muddier, not richer.

Before adding an effect

  • Audit the fx dir first and ask "what does this replace?" — the answer is rarely "nothing".
  • Style every surface, not just the headline one: if streets get a treatment, grass, sand and water get theirs.
  • Generated spell/ability boards: pixel-art Recipe 6 — 12-frame 4×3 board → 128px strip; energy on black, matter on chroma.
  • 3D weapon trails/ribbons: threejs/references/game-patterns.md, "Weapon trails".

Anatomy of an explosion (layered)

Build as independent layers — flash → blast → fire → smoke — each with its own timing. Medium explosion ≈ 600–900ms total:

  1. Contrast dip (~1 frame, optional): a dark flicker right before the flash multiplies perceived brightness.
  2. White flash (50–80ms): near-white core at almost-max radius immediately. Hit-stop and screen shake land here (see game-feel).
  3. Sharp blast (100–200ms): hot angular core — sharp shapes for energy, no noise. Debris and sparks launch at max speed now.
  4. Fire fade (~25% of total): shrink and cool white→yellow→orange→red.
  5. Smoke + afterglow (~40%): smoke rises and fades slowly — it must outlive the fire ~2×. Leave a scorch mark (permanence — Vlambeer).

Minimum 4 frames for a readable sprite explosion. For barrages, chain small explosions offset in time/position, never one long one.

Read the full file on GitHub · 177 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago Changed · +31 lines · -98 tokens per session b89f3156490e
  2. 1mo ago First seen · 146 lines · 137 tokens per session scan A 479b577c7738

Subscribe to this mod's changes

vfx is a skill published in the GitHub repository kyh/vibedgames (61 stars, last pushed yesterday), licensed MIT. It adds 39 tokens to every session and 2,560 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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