@gbs-toolkit/mcp-server
Related Servers
Alternatives to @gbs-toolkit/mcp-server
No user-submitted related servers found.
Related Servers
- FlicenseNot gradedqualityFmaintenanceAn MCP server that parses GameMaker Studio 2 projects, providing developers and AI agents with quick access to project structure, GML code, and asset metadata.19-
- AlicenseBqualityBmaintenanceMCP server that reads and writes RPG Maker XP project .rxdata files, enabling AI assistants to create and edit actors, items, skills, maps, events, and scripts, and render map previews, by describing what you want.6527 npm1MIT
- FlicenseNot gradedqualityBmaintenanceA factory for generating Construct 3 games programmatically, exposed as an MCP server.-
- AlicenseNot gradedqualityDmaintenanceUnified MCP server for Construct 3 providing offline documentation, project read/write, analysis, and scripting support. Enables AI-driven game development and project management through natural language.1MIT
- AlicenseAqualityBmaintenanceMCP server for the mGBA Game Boy Advance emulator. Read and write GBA memory, inject button presses, take screenshots, save/load state, and step the emulator through a Lua bridge.1824 npm2MIT
- AlicenseAqualityBmaintenanceA Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation via stdio and optional WebSocket bridge.390MIT
TDQS
Scored across 23 tools
Each tool targets a distinct resource and action (e.g., delete_custom_event vs delete_scene, create_actor vs create_trigger). Descriptions clearly differentiate overlapping operations like read_script vs patch_script, and list_scenes vs read_scene. No two tools serve the same purpose.
All tools follow a consistent verb_noun pattern in snake_case (e.g., list_scenes, create_variable, delete_actor). Verbs like list, read, create, delete, set, build, run, generate, convert are used predictably without mixing styles.
23 tools cover a comprehensive range of operations for GB Studio development (scenes, actors, triggers, variables, scripts, sprites, build/run). This count is well-scoped for the toolkit's purpose—neither too few to be incomplete nor too many to be unwieldy.
The toolkit covers CRUD for scenes, actors, triggers, variables, custom events, and scripts, plus building, emulation, and sprite generation. Minor gaps include lack of dedicated list tools for variables and custom events (though scoped via read_scene and inference), and no direct background/palette management despite backgroundId references.