# Coin Room 1.0 — your first Godot game Original BINX Forge tutorial, tested with Godot 4.7.2 standard GDScript Linux build (4.7.2.stable.official.ed1daf0bf). No .NET, plug-in, package manager or purchased asset. 1. Extract all 12 files into an empty folder. Keep the relative paths. 2. Open Godot's Project Manager, choose Import and select project.godot. 3. Import/Open the project and let the sprite image finish importing. 4. Press F6 with main.tscn open, or F5 to run the configured main scene. 5. Use arrows/WASD to collect three gold circles around the solid central wall. Avoid the red patrol. Collect all three before sixty seconds of active physics. P pauses/resumes; R restarts. Leaving application focus pauses the game. The Scene dock starts with one Node2D. game.gd creates the visible scene at runtime: CharacterBody2D with CircleShape2D/AnimatedSprite2D; five StaticBody2D walls; three Area2D pickups; one Area2D patrol; and a Label. Inspect Remote while running. The five David Harrington frames are a CC0 IDLE animation, not walking/attack clips. Metadata uses the Forge Sprite Sheet Maker's logical cells, not opaque-pixel bounds. Optional repeatable checks (replace GODOT with your executable path): GODOT --headless --path . --editor --import FORGE_COIN_ROOM_REPORT=/absolute/path/result.json GODOT --headless --fixed-fps 60 --path . -- --forge-acceptance On Windows PowerShell, set $env:FORGE_COIN_ROOM_REPORT to the absolute report path first, then call & 'C:\path\Godot.exe' with the same flags. On macOS, use the executable inside Godot.app/Contents/MacOS/Godot. Normal launch does not run the driver. checks.gd injects parsed Godot key events, waits for real physics, and writes 32 checks; it does not synthesize OS keypresses. The source and an exported PCK both passed those checks with the pinned editor. Resource-pack exercise (create an empty output directory first): GODOT --headless --path . --export-pack "Linux Resource Pack" /absolute/path/coin-room.pck GODOT --headless --main-pack /absolute/path/coin-room.pck A PCK is resource data run by Godot; it is not a standalone executable. For an actual desktop/Web release, install export templates matching your engine and create the corresponding preset in Project > Export. Run the exported build on its real target. This project includes keyboard controls, not touch controls; the preset does not promise a working mobile/browser export. Manual acceptance: wall collision, all three pickups, patrol contact, timeout, pause/resume, focus changes, two restarts, idle animation and the actual export. GPU/editor visuals, physical input, assistive use, touch/Web export and an independently generated AI version remain separate unverified acceptance. Code: original MIT (LICENSE.txt), adapted from Forge's verified sprite fixture. Art: David Harrington, CC0 exact five idle frames (ART-SOURCE.txt). Godot: MIT engine notice (GODOT-LICENSE.txt); an exported engine includes other third-party notices: consult https://godotengine.org/license/ and preserve them. The ZIP contains source/art only, no Godot binary, paid file, account or tracker. Progress is run-only. Restart clears it; no save system or multiplayer is included.