screenshot
Capture gameplay screenshots using godot-e2e for visual verification. Use when you need to: take a screenshot of the running game, capture multiple screenshots during an E2E scenario, generate reference.png, visually verify game state, or provide screenshots for VQA analysis.
Install / Use
npx skills add RandallLiuXin/GodotMaker --skill screenshotInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
OtherSupported Platforms
Tags
Our assessment of screenshot
screenshot scores 90/100 on our quality scale, 55th of 241 Other skills we index (top 23%).
Its SKILL.md is 5.9 KB long, well organised into 13 sections with 7 code examples: a thorough specification that gives an agent plenty to work with.
It has 549 GitHub stars, a meaningful sign that others use it.
Maintenance, license and trust
- The repository was last updated 16 days ago, so screenshot is actively maintained.
- No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
- Its trust signals score 88/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
screenshot compared with similar skills
All 4 of these similar skills score higher than screenshot; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| screenshot (this skill)by RandallLiuXin | 90 | 549 | 16d ago | SKILL.md |
| algorithmic-artby anthropics | 100 | 177.9k | 11d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 11d ago | SKILL.md |
| designby nextlevelbuilder | 100 | 130.2k | 12d ago | SKILL.md |
| ui-ux-pro-maxby nextlevelbuilder | 100 | 130.2k | 12d ago | SKILL.md |
Frequently asked questions
- How do I install screenshot?
- Run
npx skills add RandallLiuXin/GodotMaker --skill screenshot. The install tabs above show the steps for each supported agent. - Which AI agents does screenshot work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is screenshot safe to use?
- It declares no license and scores 88/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is screenshot still maintained?
- The repository was last updated 16 days ago, so screenshot is actively maintained.
Skill content
View source on GitHubname: screenshot description: | Capture gameplay screenshots using godot-e2e for visual verification. Use when you need to: take a screenshot of the running game, capture multiple screenshots during an E2E scenario, generate reference.png, visually verify game state, or provide screenshots for VQA analysis. Triggers: "screenshot", "capture screenshot", "take screenshot", "reference.png", "visual capture", "screenshot the game".
Screenshot — Gameplay Capture via godot-e2e
$ARGUMENTS
Capture screenshots from a running Godot game using godot-e2e's internal viewport capture. Works headless, multi-monitor safe, no external tools needed.
Quick Capture (single screenshot)
Write and run a Python script:
# capture_screenshot.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1] if len(sys.argv) > 1 else "."
save_path = sys.argv[2] if len(sys.argv) > 2 else "screenshot.png"
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
game.wait_seconds(1.0) # let the game render a few frames
result = game.screenshot(save_path=save_path)
print(f"Screenshot saved: {result}")
Run: python capture_screenshot.py <project_dir> <output_path>
Multi-Point Capture (E2E with screenshots)
For capturing multiple screenshots during a gameplay scenario:
# capture_gameplay.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1] if len(sys.argv) > 1 else "."
output_dir = sys.argv[2] if len(sys.argv) > 2 else "screenshots"
os.makedirs(output_dir, exist_ok=True)
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
# 1. Initial state
game.wait_seconds(0.5)
game.screenshot(save_path=os.path.join(output_dir, "01_initial.png"))
# 2. After some interaction (customize per game)
game.wait_seconds(2.0)
game.screenshot(save_path=os.path.join(output_dir, "02_gameplay.png"))
# 3. Later state
game.wait_seconds(3.0)
game.screenshot(save_path=os.path.join(output_dir, "03_later.png"))
print(f"Captured {len(os.listdir(output_dir))} screenshots to {output_dir}/")
Frame Sequence for VQA Dynamic Mode
For scenes with motion, animation, or physics, the visual-qa skill's
Dynamic mode expects a reference image plus N frames captured at 0.5s
intervals (2 FPS cadence). Output goes into a per-scene subdirectory
(e2e/screenshots/scene_{name}/) so multiple scenes don't collide:
# capture_dynamic.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1]
out_dir = sys.argv[2] # e.g. "e2e/screenshots/scene_main"
n_frames = int(sys.argv[3]) if len(sys.argv) > 3 else 6
os.makedirs(out_dir, exist_ok=True)
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
game.wait_seconds(1.0) # let initial render settle
for i in range(n_frames):
path = os.path.join(out_dir, f"frame_{i:03d}.png")
game.screenshot(save_path=path)
if i < n_frames - 1:
game.wait_seconds(0.5) # 0.5s = 2 FPS, matches VQA Dynamic cadence
Then feed reference + sequence to visual-qa (see .claude/skills/visual-qa/SKILL.md):
Skill(skill="visual-qa") "Check references/scene_main.png against e2e/screenshots/scene_main/frame_*.png — Goal: ..., Requirements: ..., Verify: ..."
For static scenes (decoration, terrain, UI without motion), one screenshot
is enough — use the Quick Capture pattern above and call visual-qa Static mode.
For fixgap worker visual self-checks, save evidence under
reports/fixgap-visual/<task_id>/. For verifier-only fresh captures, use
reports/verifier-temp/.
Generate reference.png
Use the quick capture method, save to reference.png in the project root:
python capture_screenshot.py <project_dir> <project_dir>/reference.png
If the game has a title screen, wait for it to load and capture. If the game starts directly in gameplay, capture after 1-2 seconds of gameplay.
Spot-Check Screenshots
During spot-check, use multi-point capture with game interactions:
# spot_check_capture.py
import os, sys
from godot_e2e import GodotE2E
project_path = sys.argv[1]
output_dir = os.path.join(project_path, "spot_check_screenshots")
os.makedirs(output_dir, exist_ok=True)
with GodotE2E.launch(project_path, timeout=15.0) as game:
game.wait_for_node("/root/Main", timeout=10.0)
# Capture at intervals
for i in range(4):
game.wait_seconds(1.5)
path = os.path.join(output_dir, f"spot_{i+1}.png")
game.screenshot(save_path=path)
print(f"Spot-check screenshot {i+1}: {path}")
API Reference
| Method | Description |
|--------|-------------|
| game.screenshot(save_path="") | Capture viewport as PNG. Returns absolute path. If save_path is empty, saves to a temp file. |
Debug Collision Visualization
When capturing screenshots for physics/collision verification, launch Godot
with --debug-collisions to render collision shapes as visible overlays:
with GodotE2E.launch(project_path, timeout=15.0,
extra_args=["--debug-collisions"]) as game:
game.wait_seconds(1.0)
game.screenshot(save_path="collision_check.png")
This makes CollisionShape2D/3D outlines visible in the capture, allowing VQA to verify that collision bounds match sprite extents.
Rules
- Always use
game.screenshot()— internal viewport capture. Do NOT use external screenshot tools. - Wait before capturing —
game.wait_seconds(0.5)minimum after scene load to ensure rendering is complete. - Save with descriptive names —
01_initial.png,02_after_input.png, notscreenshot1.png. - Dispatching role can write .py — you are allowed to write Python capture scripts. You are only blocked from writing .gd/.tscn/.tres.
- Collision verification — use
--debug-collisionswhen verifying physics/collision correctness.
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Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
