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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 screenshot

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

90/100

Category

Other

Supported Platforms

Universal

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.

Substance
29/30
Structure
20/20
Description
15/15
Adoption
12/20
Freshness
15/15

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.

SkillScoreStarsUpdatedFormat
screenshot (this skill)by RandallLiuXin9054916d agoSKILL.md
algorithmic-artby anthropics100177.9k11d agoSKILL.md
pptxby anthropics100177.9k11d agoSKILL.md
designby nextlevelbuilder100130.2k12d agoSKILL.md
ui-ux-pro-maxby nextlevelbuilder100130.2k12d agoSKILL.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.

name: 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

  1. Always use game.screenshot() — internal viewport capture. Do NOT use external screenshot tools.
  2. Wait before capturing — game.wait_seconds(0.5) minimum after scene load to ensure rendering is complete.
  3. Save with descriptive names — 01_initial.png, 02_after_input.png, not screenshot1.png.
  4. Dispatching role can write .py — you are allowed to write Python capture scripts. You are only blocked from writing .gd/.tscn/.tres.
  5. Collision verification — use --debug-collisions when verifying physics/collision correctness.

Related Skills

View on GitHub
GitHub Stars549
CategoryOther
Updated16d ago
Forks50

Languages

Python

Trust signals

88/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

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