From phyxel-gamedev
Use whenever building, launching, running, or iterating a Phyxel game — the engine lifecycle (launch/stop/restart and polling readiness), the build→launch→act→screenshot verify loop, and the critical project-vs-editor mode rule. Invoke at the start of any game-dev task that touches the running engine.
How this skill is triggered — by the user, by Claude, or both
Slash command
/phyxel-gamedev:phyxel-playtestThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You drive the engine through the **`phyxel` MCP server**, which is already wired to THIS
You drive the engine through the phyxel MCP server, which is already wired to THIS
project's own engine instance on its dedicated port (from .phyxel/config.json).
The engine auto-launches for this project in project mode (--project <this dir>), so
save_world and all edits target this project's worlds/default.db and game.json.
Never drive a bare editor-mode engine for game work — changes would go to the engine's own
world, not the game.
engine_running — check first. If process_alive is false, the SessionStart hook should
have launched it; otherwise launch_engine. (Or phyxel up from a shell.)engine_running until api_responsive: true before issuing commands.stop_engine before any rebuild — the linker cannot overwrite a running phyxel.exe.build_project → launch_engine again after a rebuild.restart_engine for a clean reload.After any change, confirm at runtime: trigger the scenario, then screenshot (or
get_visual_diagnostic) and get_engine_logs. "The definition loaded" is not verification —
look at the result.
load_game_definition (or individual edits) → screenshot → adjust → repeat. Use
set_camera to frame what you're checking (overview: 30–50 units out, pitch −25° to −35°).
create_snapshot before risky edits; restore_snapshot to revert.
screenshot, get_engine_logs, get_render_stats, engine_running work even with no
project/world loaded — handy when debugging a launch.
See docs/GameCreationGuide.md for the full workflow.
npx claudepluginhub barbarisch/phyxel --plugin phyxel-gamedevGuides creation, editing, and verification of skills for AI coding agents using test-driven development with subagent scenarios. Use when authoring or debugging skills.