RESOURCES / FREE KIT

Start building before you buy anything.

Template, preset prompt, dan playbook yang dipakai di workshop batch. Salin, pakai, modifikasi. Kalau mau dipandu langsung dari nol, kelas batch bulanan adalah jalur tercepatnya.

TEMPLATE

AGENTS.md starter template

Aturan kerja untuk coding agent: struktur proyek, batasan perubahan, dan definisi selesai.

# AGENTS.md

## Project
- Name: <nama game kamu>
- Stack: Phaser 3 + TypeScript + Vite
- Entry point: src/main.ts

## Rules
1. Gameplay logic lives in src/scenes. Assets live in public/assets.
2. One feature per change. Never refactor unrelated files.
3. After every change, run "npm run build" and report errors before continuing.
4. Ask before adding any dependency.
5. Prefer plain functions over classes for game systems unless state demands otherwise.
6. Never edit generated asset files by hand.

## Definition of done
- Build passes with zero type errors.
- The feature is reachable in-game with no console errors.
- No leftover debug logging in committed files.
  • agent setup
  • guardrails
  • workflow
TEMPLATE

TASKS.md roadmap template

Roadmap bertahap satu-checkbox-satu-perubahan, supaya agent tidak melompat dan context tetap kecil.

# TASKS.md

## Phase 1 - Foundation
- [ ] Scaffold Vite + TypeScript + Phaser 3
- [ ] Create BootScene, PreloadScene, GameScene
- [ ] Player sprite + arcade physics body

## Phase 2 - Core loop
- [ ] Movement, jump, double jump
- [ ] Collision with platforms
- [ ] Camera follow + world bounds

## Phase 3 - Content
- [ ] Level 1 tilemap
- [ ] Hazards + respawn
- [ ] HUD: HP and score

## Phase 4 - Polish
- [ ] SFX + BGM
- [ ] Title screen and level complete screen
- [ ] Static deploy

## Rules
- Complete exactly one checkbox per change.
- If blocked, write the blocker under the task. Do not skip ahead.
  • planning
  • phases
  • context
PROMPT PRESET

Pixel spritesheet prompt preset

Preset prompt untuk menghasilkan spritesheet konsisten yang siap di-slice dan dipasang ke engine.

Generate a 16-bit pixel-art spritesheet on a transparent background.

Character: <deskripsi karakter, siluet, warna utama, prop>
Grid: 4 columns x 4 rows, each cell 64x64, no gaps, no labels, no borders.
Row order: idle (4 frames), run (4), jump (2), fall (2), hurt (2), death (2).

Constraints:
- Consistent palette of 16 colors, hard pixel edges, no anti-aliasing.
- Character centered in every cell, feet aligned to the bottom of each cell.
- No outlines, no drop shadow, no background, no text, no watermark.
- Same proportions and silhouette in every frame.

Output: single PNG, transparent background.
  • spritesheet
  • pixel art
  • asset pipeline
PROMPT PRESET

Tilemap & parallax prompt preset

Preset untuk tileset seamless dan tiga layer parallax yang langsung bisa dipakai di Phaser.

Generate a seamless side-scrolling tileset, 16-bit pixel art, side view.

Tile size: 32x32. Include:
- ground top, ground fill, ground left and right edges
- platform, 3 widths
- slope, 2 directions
- background brick, 1 variant

Then generate 3 parallax layers, each seamless horizontally, 1920x540, transparent where needed:
- far layer: mountains
- mid layer: forest
- near layer: bushes

Constraints:
- Palette: <daftar hex, misal #1a1c2c #5d275d #b13e53 #ef7d57>
- Hard pixel edges, no anti-aliasing, no text, no watermark.
- Tiles must tile without visible seams.
  • tilemap
  • parallax
  • level design
PROMPT PRESET

Chiptune BGM & SFX prompt preset

Preset untuk BGM looping dan paket SFX pendek yang konsisten satu tema.

Compose a looping chiptune BGM.

- 8-bit, 120 BPM, 4 bars, key A minor.
- Structure: 1 bar intro, 2 bars main loop, 1 bar turnaround.
- Must loop seamlessly: no fade in, no fade out, no silence at the edges.
- Instruments: square lead, triangle bass, noise percussion.

Then generate 6 SFX, short and mono, no reverb:
- jump, double jump, coin, hit, power-up, level complete
- Each 0.1 to 0.6 seconds, normalized loudness, no clipping.
  • audio
  • chiptune
  • game feel
PLAYBOOK

Game build pipeline playbook

Urutan delapan langkah dari brief sampai deploy yang dipakai di workshop batch.

1. Brief: write the game in one paragraph plus its win condition.
2. Reference: generate one concept image before writing any code.
3. Plan: split it into phases in TASKS.md, one checkbox per change.
4. Scaffold: engine boilerplate only, no gameplay yet. Confirm it runs.
5. Core loop: player, input, collision, camera. Ship it broken-but-playable.
6. Content: levels, enemies, progression.
7. Polish: audio, HUD, screens, transitions.
8. Deploy: static build to a host, then share the URL.

Rule of thumb: if a step cannot be verified by pressing play, it is not done.
  • pipeline
  • workflow
  • shipping
PLAYBOOK

Two-tier model routing playbook

Cara membagi pekerjaan antara model reasoning untuk planning dan model cepat untuk eksekusi.

Use two tiers of model per task.

- Planning tier: a reasoning-heavy model for architecture, state machines,
  level systems, and debugging dead ends. Slower, higher quality.
- Execution tier: a fast model for mechanical edits, boilerplate, asset wiring,
  and repetitive refactors.

Context discipline:
- One task per session. Paste only the files involved.
- Keep AGENTS.md and TASKS.md in context at all times; they are the contract.
- When usage runs out mid-task, stop and write the blocker into TASKS.md.
  Do not let the agent guess at the missing context.
  • tokens
  • planning
  • efficiency

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