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/godot-agent-vision

@90634df

Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-agent-vision

This session only. Nothing lands on disk.

referencescolor-icon-receptors.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Color & icon receptors (deep criteria)

Supports COLOR-* and ICON-* rows in taste-receptors.md. Score from pixels only.


Color as feedback language

Games train players: red → damage/danger, gold/yellow → reward/XP. Violating that without diegetic retrain burns trust.

Role map (COLOR-ROLES / COLOR-LAYERS)

Typical production set: 4–6 semantic roles (+ tints for states). Players cannot learn 12+ competing meanings mid-combat.

Role Typical hues Must NOT also mean
Danger / damage / blocked Red, crimson Bonus pickup, primary brand spam
Reward / value Gold, yellow Map hazard, error
Heal / safe (if used) Green / cyan — with shape backup Enemy telegraph
Interactable / action Accent distinct from danger/reward Decorative chrome
Caution / objective Mid-urgency yellow — sparingly Equal scream to danger
Neutral / structure Muted family Competing with accents

Four-layer UI stack: deep base → panel → muted info → vivid action. Action hues must not match world props (false affordance).

Accent budget (COLOR-BUDGET / COLOR-ACC-JOB)

Rule Target Fail
Accent area ~5–15% UI surface at full chroma >~30% saturated chrome
Accent jobs Urgency, primary CTA, rare/special Neon borders on all cards
Glow Optional local highlight Box-glow-as-structure

CVD / simultaneous / tokens

Receptor PASS FAIL
COLOR-ONLY / COLOR-CB Shape/icon/pattern/text twin Color-only team/rarity/error
COLOR-DL Competing meanings also differ in value Same-value hue swap
COLOR-SIM Roles survive brightest+darkest BG Status hue mush vs world
COLOR-TOK States are tints of role tokens Per-widget random hues
COLOR-RED / COLOR-GOLD Reserved meanings Red accent tourism; gold as hazard
COLOR-UI-WORLD / COLOR-FX / COLOR-COUNT Same family; FX on-brand; limited feel SaaS kit; unbound FX; infinite lottery

Contrast floors (shared with CTRST)

  • Body text vs local plate: ~4.5:1 intent.
  • Non-text UI components: ~3:1 intent (WCAG 1.4.11).
  • Icons vs BG: ≥ ~3:1.

Unsafe alone: red↔green, magenta↔cyan extremes, blue↔purple low ΔL, yellow↔lime on bright BG, health bar hue-only G→Y→R.


Icon set discipline

Unit of design is the set, not a single icon.

Grid & stroke (ICON-GRID / KEYLINE / STROKE / CORNER / PIXEL-LOCK / OPSZ)

Icon CSS size (approx) Stroke heuristic
~16px ~1–1.5px (heavier opsz)
~24px ~2px
~32px ~2–2.5px
~48px ~3px

Shared: canvas, padding, stroke, corner/terminal, detail level, light direction. Circles optically larger than squares on keylines. On-pixel at target HUD size.

Silhouette / metaphor / perspective

  1. Mentally fill solid black (ICON-SIL).
  2. At ~24–32px: sword ≠ axe ≠ potion?
  3. Twin blobs → 0.

ICON-META / ICON-PERSP: one skeuomorph dial; front/¾ agreement — not Lucide next to painted RPG loot next to neon glass.

Category / chrome / state

  • ICON-CAT: category frames include shape backup (not hue-only rarity).
  • ICON-CHROME: shared radius/border/shadow across buttons/panels.
  • ICON-STATE: default / selected / disabled (and pressed if shown).
  • ICON-LUCIDE: Lucide-in-gradient-squares as whole identity → 0.
  • ICON-DETAIL: detail that only reads at 2K fails inventory size.

Scoring tips

  • COLOR-RED=0 — shop sale badge red while damage numbers also red; no shape difference.
  • ICON-SIL=0 — two inventory weapons identical in black-fill mental test.
  • COLOR-BUDGET=0 — >30% of chrome at full chroma.

Sources

  • GameJuice — Color as a Feedback Language
  • Made Good Designs — Game icon sets, silhouette test
  • Material Design — System icons (grid, keylines, optical corrections)
  • WCAG 1.4.1 Use of Color; 1.4.11 Non-text Contrast
  • ColorPick / ColorArchive — game UI palette roles, 4-layer stack
  • Xbox / PlayStation accessibility culture — colorblind modes + non-color cues

Source: SKILL.md on GitHub

1 warning1mo3 checks · Risk MEDIUM
  • Gen Agent Trust Hub1mo

    The skill captures screenshots and interfaces with the Godot editor by executing system commands and modifying project configuration files. It includes a temporary editor bridge staged as a Godot plugin, which introduces risks related to command execution and dynamic module loading.

  • Socket1mo

    No alerts

  • Snyk1mo

    Risk: LOW · No issues

Signed by skilld at 90634df. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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