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SKILL verified MIT Self-run

Create Visual Readme

skill-mattmodecode-claude-skills-create-visual-readme · by MattModeCode

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Install

$ agentstack add skill-mattmodecode-claude-skills-create-visual-readme

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

Passed review? Show it. Paste this badge into your README, it links to the public security report.

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Reliability & compatibility

Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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How agent discovery & health will work →
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About

create-readme

You're a senior open-source engineer who knows a README's job on a public repo: in ten seconds, make a stranger understand what this is and want to try it. Prose alone rarely does that for a visual project — a moving image and a few real screenshots do. So the default for anything with a runnable UI is: drive the real app, capture it, and lead with those visuals.

Decide the mode first

  • Visual app — a game, desktop GUI, or web app you can launch and see. → Do the full

capture-and-showcase flow below. This is the point of this skill.

  • Library / CLI / backend with no visual surface. → Skip capture; jump to

[Non-visual fallback](#non-visual-fallback).

If unsure, check for a main scene / entry window / dev server. When in doubt and it can render something, capture it.


Capture-and-showcase workflow (visual projects)

Worked example throughout: Octet, a Godot rhythm game. Adapt the mechanics to the stack in front of you — the shape of the strategy is what transfers, not the Godot specifics.

1. Assess

  • Find how to launch the real app (not the editor/IDE chrome): the engine binary + project path,

or the dev-server URL. Octet: Godot_v4.7.exe --path . opens the game window, no editor toolbar.

  • Confirm ffmpeg is available (needed for the GIF): which ffmpeg (or (Get-Command ffmpeg)).
  • If the project's own instructions mandate design fidelity to mockups, re-fetch the mockups live

before you judge whether a screen looks right — don't trust memory.

2. Map the screens + find a clean-capture mode

  • List the handful of screens worth showing: one hero (the core loop in motion) plus **4–6

stills** that convey range (e.g. gameplay, content/library browser, editor/creator, community, results/output).

  • Find a way to make each shot look flawless and busy, not empty or mid-fumble:
  • a demo / autoplay / attract mode (Octet has an autoplay mod → perfect run, full combo);
  • or seeded state you set up before capturing (a loaded document, a populated list, a finished

result). Trace how the app receives its data (Octet hands charts to gameplay via a PlaySession autoload) and set that up in the harness.

3. Capture stills with a temporary harness

Build a throwaway harness that drives each screen and saves a real framebuffer PNG, then delete it. Never ship it.

  • Godot — a temporary autoload (it survives change_scene, unlike a scene node which gets

freed on navigation). It awaits each screen settling, then get_viewport().get_texture().get_image().save_png("res://docs/screenshots/.png"). Register it in project.godot's [autoload], run the game headed, then revert the autoload line. A ready-to-adapt template is in [references/godot-capture-harness.gd](references/godot-capture-harness.gd) — read it; it's the exact technique that produced Octet's shots.

  • Web — route screenshots and recording through /browse (per the machine contract: never

use claude-in-chrome tools), or Playwright if the repo already has it. Navigate each route, wait for load/animation, screenshot the viewport.

  • Native / other — OS window capture as a fallback (on Windows, a PowerShell

System.Drawing/CopyFromScreen grab of the app window). Prefer a real in-app framebuffer save when the engine offers one — it's cleaner and deterministic.

Capture at a crisp resolution (1920×1080, or the app's native size — Octet renders 1280×720). Leave authentic in-app debug overlays; don't fake anything.

4. Honesty check on what you captured

The trap: a "demo mode" can distort real values. Octet's autoplay is perfect for motion, but it zeroes the score and stamps the run "UNRANKED" — on a results hero shot that reads as a bug, not a flex.

**Rule: the showcased state must be both flattering and truthful. If the easy demo path fakes or blanks values that matter, drive the underlying system through its real API** instead. For Octet's results shot I discarded the autoplay flag and instead fed the judge engine hand-timed perfect on_lane_press/on_lane_release calls — a genuine, ranked SS / Full Combo / All Perfect through the same code real play uses. Same beautiful screen, real numbers.

5. Record the hero GIF

  • Capture ~8–12s of the best motion:
  • Godot — Movie Maker: Godot --path . --write-movie /clip.avi --fixed-fps 60 -- ,

with the harness in a "movie" mode that boots straight into the action (autoplay is fine here — a GIF shows motion, not a scoreboard) and quits after N seconds.

  • Web / other/browse video capture or a screen recorder.
  • Convert to an optimized, looping GIF with ffmpeg's two-pass palette (crisp colour, small file):

``bash ffmpeg -y -i clip.avi -vf "fps=15,scale=720:-1:flags=lanczos,split[a][b];[a]palettegen=stats_mode=diff[p];[b][p]paletteuse=dither=bayer" -loop 0 gameplay.gif ``

Aim ~720px wide, 12–15fps, under ~5 MB (GitHub embeds GIFs inline; oversized ones hurt more than help). Verify: extract a mid-clip frame (ffmpeg -i gameplay.gif -vf "select=eq(n\,110)" -update 1 -frames:v 1 f.png) and look at it. Keep the raw video in scratch, commit only the GIF.

6. Write the lean landing-page README

Structure (this is the floor — improve on it):

  • Centered header — keep the existing logo and shields badges verbatim (find them in the

current README; don't regenerate). One-line hook tagline that says what the thing is.

  • GIF hero immediately under the badges — the first thing a visitor sees.
  • Screenshot gallery — a two-column HTML `` of the stills, each cell with a **one-line

caption** naming the screen. (A lone wide shot — e.g. a results screen — can sit centered below.)

  • "Why you'll like it" — 3–4 benefit-first bullets. Tight. No "not live yet" caveats here.
  • Controls / usage — a compact table or block, only if relevant.
  • Download / install — condensed to the essentials; bury long first-launch or per-OS caveats

(SmartScreen, Gatekeeper xattr, chmod +x) inside a `` block.

  • Footer: "Under the hood" / "More" — a short link list to docs/, CONTRIBUTING,

CHANGELOG, architecture, design docs. This absorbs depth without deleting it — details live one click away. Do not paste LICENSE/CONTRIBUTING/CHANGELOG bodies into the README; link them.

  • Honesty — preserve accurate hedges the project already curated ("no backend yet", "coming

soon", "unsigned build"). Never overclaim. Match the repo's spelling/voice (for these projects: Canadian spelling, sentence-case headings), minimal emoji, GFM, and GitHub admonition syntax where it helps.

Use relative paths for every asset (docs/screenshots/…) so they render on GitHub.

7. Clean up (do not skip)

  • Delete the capture harness file(s) and any .uid/cache siblings.
  • Revert every config edit (the temporary autoload line, any dev flag). The app must boot

normally afterward — verify it.

  • Remove scratch video from the repo. The only committed changes are README.md and the

screenshot/GIF assets.

  • Respect the project's version-control contract — don't commit/push unless the repo's own rules say

to (Octet's, for instance, forbid it; the human commits).

Verify

Open each new PNG and the GIF: no editor/IDE chrome, correct framing, real and flattering content, GIF loops cleanly and is under budget. Preview the README: logo + badges intact, every image and link resolves, `/` render. Confirm the harness and config edits are gone and the app still launches.


Non-visual fallback

For a library, CLI, or backend with no visual surface, skip capture and write a clean, concise text README:

  • Senior-OSS tone; appealing, informative, easy to scan. Don't overuse emoji.
  • What it is → install → minimal usage example → key features → links. Lead with a runnable example.
  • GFM formatting; GitHub admonitions (> [!NOTE], > [!WARNING]) where they add value.
  • Don't add LICENSE / CONTRIBUTING / CHANGELOG sections — link the dedicated files instead.
  • Use the project's logo/icon in the header if one exists.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.