This repository contains a Codex skill that provides verified reference data for GDevelop scene JSON work.
It is designed to prevent guessing when editing:
- action/condition/expression identifiers
- parameter order and formatting
- scene/external layout
instancesarrays
Use this skill when working on GDevelop JSON and you need accurate internal names or schema fields for:
- events (conditions/actions/expressions)
- object placement and instance data
- timers, variables, forces, layers, and capability-scoped instructions
Never guess identifiers or instance fields.
If something is not present in this skill’s references, treat it as unknown and ask for a verified example from the GDevelop editor or source.
SKILL.md
Main skill instructions, safety rules, event JSON structure, and category index.references/
Detailed reference docs by category (instances, scene, variables, time, etc.).references/behaviors.md
Behavior attachment reference: verified behaviortypestrings, JSON shape, and compatibility/caution tags.scripts/validate-instances.ps1
Validation helper for scene/external-layout instance JSON edits.docs/extension-support-workflow.md
Repeatable process for adding extension coverage safely over time.docs/extension-targets.md
Living backlog/status tracker for extension coverage targets.docs/extension-capture-template.md
Fill-in template for collecting verified extension metadata before writing references.
Example usage:
.\scripts\validate-instances.ps1 -ScenePath .\path\to\layout.jsonWith optional project context and fix suggestions:
.\scripts\validate-instances.ps1 -ScenePath .\path\to\layout.json -ProjectPath .\path\to\game.json -Mode suggest-fixes- You will need to be working on GDevelop desktop with a locally saved project to get access to the JSON files
- Version control seems to work fine in this environment so use it. You are editing the project files directly so the client might not save you
- After your AI tool has made an update you will need to reload the project. Use File -> Open Recent and select your current project to force a reload. Changes will then be visible and available in preview
- There is no way for an AI tool to see the console log. This can be worked around by allowing the AI to create it's own logging system. Instruction for this is given below in ## Custom Console Logging
- This skill now includes initial coverage for creating new objects. Use
references/objects.mdand favor verified type templates over ad-hoc fields - This skill works best when there is an existing project to work within. It has not been tested on setting up a completely new project. Try it and report back if you are brave
- It is often useful to support the AI with examples. Consider creating a test scene where you can create events or objects and then copy and paste the created JSON into the prompt as a reference
- Work in small steps. Plan, build, test. Set the scope tightly and watch for the AI wandering off. The ability to architect a game is not confirmed
To work around the lack of console log access you might consider creating a custom logging system which outputs to plain text files. Here is a summary of the system created by Codex which worked for me
- Per-run debug logging pattern: references/debug-logging-pattern.md
- Quick setup checklist: references/debug-logging-checklist.md
If you want to add support for Common Extension features (for example Sticker,
Smooth camera, ArrayTools) over time, use: