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/godot-genre-fighting

@9d6e91e

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

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

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referencesmigration-notes.md

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Migration notes: godot-genre-fighting

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • AnimationNode._process requires new test_only parameter; blend_input/blend_node gain optional test_only.
  • AnimationNodeStateMachinePlayback.get_travel_path returns Array[StringName].
  • Viewports with Physics Picking enabled auto-mark InputEvents handled — adjust if you relied on unhandled propagation.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Many AnimationPlayer/AnimationTree APIs moved to AnimationMixer base.
  • method_call_mode → callback_mode_method; playback_process_mode/process_callback → callback_mode_process.
  • playback_active → active on mixer; AnimationTree.tree_root typed as AnimationRootNode.
  • AnimationPlayer.seek gains optional update_only.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • Animation interpolate / track_find_key gain backward/limit options.
  • AnimationMixer._post_process_key_value object arg is uint64.
  • Skeleton3D.bone_pose_changed → skeleton_updated; BoneAttachment3D.on_bone_pose_update → on_skeleton_update.
  • Capture mode replaced; see Migrating Animations 4.0→4.3 article for blend/time semantics.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • Android sensors disabled by default — enable under Project Settings → Input Devices → Sensors.

4.4 → 4.5

Official: Upgrading to Godot 4.5

No skill-relevant breaking changes for this hop.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks.
  • AnimationPlayer assigned_animation / autoplay / current_animation are StringName (C# binary break).
  • get_queue returns StringName[].

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
  • Animation.length uses double metadata (C# impact).
  • AnimationNodeBlendSpace1D/2D.add_blend_point optional name.
  • LookAtModifier3D.relative default is false (was true).
  • Mouse/keyboard device IDs are InputEvent.DEVICE_ID_MOUSE / DEVICE_ID_KEYBOARD (not 0) — joypads may use 0.

Source: SKILL.md on GitHub

1 warning16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    This skill provides a robust blueprint for fighting games in Godot, implementing professional patterns for frame-perfect logic, input buffering, and rollback netcode. The scripts follow industry-standard deterministic design principles, and no security risks were identified.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • Runlayer7mo

    3/3 files flagged

Signed by skilld at 9d6e91e. 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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