
GB Studio MCP Server
io.github.eoinjordan由 GitHub 账号 eoinjordan 发布v1.0.4更新于 Oct 24, 2026
Create and modify GB Studio projects with MCP tools for scenes, actors, assets, and validation.
发布方自己的服务:Claude Platform Docs
概览
让助手检查、验证并生成 GB Studio 与 GBA Studio 的 Game Boy 游戏项目内容,并可构建 GBA ROM。
- 可以做什么
- 该服务器为 GB Studio 项目提供工具和 REST 接口:查找 .gbsproj 文件、验证项目结构,以及列出场景、角色、触发器和资源。它可以创建场景、角色、精灵、背景、图块集、音乐、音效、调色板、字体、脚本、变量和预制件等项目内容,并更新设置与元数据。它还能基于本地 GBA Studio 检出构建 .gba ROM。
- 适用场景
- 当你希望助手搭建或扩展 Game Boy 或 GBA 游戏项目、审查并验证项目逻辑,或为教学和业余项目生成初始场景、角色与资源时,适合使用。
- 运行要求
- 需要 Node.js(README 建议 v21.7.1 或兼容版本)以及 npm 包 gbstudio-claude-mcp,可全局安装或从构建产物运行。stdio MCP 服务器会代理到 localhost:3000 上的本地 REST API,因此必须先启动 REST 服务器;端口可通过 GBSTUDIO_API_URL 或 GBSTUDIO_API_PORT 更改。构建 GBA ROM 需要本地 GBA Studio 检出,通过 gbaStudioRoot 或 GBA_STUDIO_ROOT 指定。可在 .env 文件中设置可选的 CLAUDE_API_KEY。
安装
在 SourceWeft 中
- 打开 控制台中的 GB Studio MCP Server,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
README
GB Studio / GBA Studio Agentic MCP Server for creating GameBoy Games.
Prompt to build out a template for your students, kids, or yourself to extend.
[image]Also works for GBA STUDIO ...my fork of GB Studio that covers the GBA
Quick Start
-
Install:
npm install -g gbstudio-claude-mcp -
Start server:
gbstudio-claude-mcp -
Connect Claude Desktop (see TUTORIAL.md)
-
Prompt Claude: "Review and test my application logic"
That’s it. Claude will reivew, extend or even generate a playable game template you can iterate on with students in GB Studio.
Vibe Coding, LLMs, and Modern Education: Can give students Constructive Tools, Not Just Answers
After 14 years teaching kids programming, electronics, 3D printing, and game development, I’ve learned this: the best educational tools don’t just make things easier. They make learning a rewarding activity. GB Studio is one of those tools. It’s a visual game builder that gives you a Game Boy development, putting real creative power in the hands of students, educators, and hobbyists to build for physical hardware. When we combine GB Studio with education on what is possible to do with large language models (LLMs), we bring a postitive view to students on how they can integrate with rather than rely on them as a crutch.
What is Vibe Coding?
“Vibe coding” isn’t just a buzzword. It’s a paradigm shift. It’s programming stripped of syntactic gatekeeping, where creators focus on flow, logic, and ideas instead of memorizing semicolons. Tools like Scratch, App Inventor, and GB Studio embody this philosophy: they eliminate barriers and recenter programming around what actually matters: creativity and problem-solving.
For kids, vibe coding is a what they are growing up with. It will let them focus on the “why” and “how” of programming without drowning in syntax. This isn’t just helpful. It’s important for students to get to think in systems, design, and logic but are shut out by traditional coding’s steep learning curve.
The Role of LLMs in Education
Large language models like ChatGPT have sparked fierce debate in education, and for good reason. Used carelessly, they become cheating tools that replaces thinking with copy-pasa mindset. But used with purpos, they can become scaffolding that accelerates real learning. The difference isn’t the tool. It’s how we wield it.
This is exactly why I built the Clawdbot MCP server. By integrating LLMs directly with GB Studio, users and teachers can:
- Scaffold projects: Generate starter templates, assets, and event flows from simple prompts.
- Automate testing: Run smoke tests to catch bugs and validate project logic.
- Encourage iteration: Help students refine their projects by providing suggestions and examples.
Games can be built from scratch too but they wont be AAA class so measure your expectations lol
Pong (Game Boy)
Pac-Man (Game Boy Color)
Mario Bros Style Platformer (Game Boy Color)
Space Shooter (Game Boy)
Claude MCP Server for GB Studio
This is a TypeScript server for manipulating GB Studio projects using the Model Context Protocol (MCP). It provides endpoints for project discovery, validation, and creation of game assets.
Installation
Install globally with npm:
Local Environment Setup (.env)
For local development, store API keys and configuration in a .env file at the project root. This keeps secrets out of source control and matches the pattern used in GitHub Actions.
- Create a
.envfile in the project root: - The server will automatically load variables from
.envif you use [dotenv]. .envfiles are gitignored by default.
Never commit your .env file to source control.
Usage
Start the server:
The server runs on http://localhost:3000 by default.
Configure your MCP client (e.g., Claude Desktop) to connect to this server. For full setup and troubleshooting, see the tutorial linked at the end of this document.
End-to-End Usage: Windows & Linux/macOS
See the TUTORIAL.md for a complete, step-by-step guide to building a GB Studio game with this server, including screenshots and troubleshooting tips for both Windows and Linux/macOS.
MCP Protocol Support
This package supports the Model Context Protocol (MCP). You can run the server in MCP stdio mode for use with Claude Desktop and other MCP clients:
The MCP stdio server proxies to the local REST API on http://localhost:3000, so start the REST server first. To use a different port, set GBSTUDIO_API_URL (full URL) or GBSTUDIO_API_PORT (port number):
Or add this to your MCP client configuration:
Clawdbot / Moltbot Compatibility
[Screenshot_20260128-214729 WhatsApp]Clawdbot and Moltbot discover tools via AgentSkills-compatible SKILL.md files. This repo ships one at:
skills/gbstudio-mcp/SKILL.md
Compatibility depends on transport:
- If Clawdbot can run stdio MCP servers as child processes,
node build/mcp.jswill work. - If your Clawdbot setup expects HTTP+SSE MCP servers, you will need a bridge, because this MCP server is stdio-only.
- If you only run the REST API, Clawdbot will not auto-discover tools as MCP.
To enable the skill in Moltbot, add an entry like this:
Project Structure
- src/index.ts — Main server and endpoint logic
- tests/ — Jest test suites for all endpoints
- tests/poachermon/ — Real GB Studio project for integration tests
- gbstudio_api_endpoints.csv — Catalog of all planned endpoints
Local Development
- Clone the repository:
- Install Node.js (recommended: v21.7.1 or compatible)
- Install dependencies:
- Start the development server:
- Run the test suite:
Health
GET /health— Returns{ status: "ok" }for health checks.
Claude API Key
GET /claude-key— Returns{ present: true }ifCLAUDE_API_KEYis set in the environment, else{ present: false }with 404.
Find Project
POST /find_project— Finds the first.gbsprojfile starting from a given directory.- Body:
{ startPath: string } - Returns:
{ projectPath: string }or 404 if not found.
- Body:
Inventory
POST /inventory— Lists scenes, actors, triggers, and assets from a GB Studio project root.- Body:
{ projectRoot: string } - Returns:
{ scenes, actors, triggers, assets }or 404/400 on error.
- Body:
Validate
POST /validate— Validates the structure of a GB Studio project (checks for a valid.gbsprojfile and required fields).- Body:
{ projectRoot: string } - Returns:
{ valid: true, message: string, scenes: number, projectPath: string, target: "gb" | "gba", engine: "gb-studio" | "gba-studio", version: string | null }if valid, or 400/404 with an error message if invalid or missing required fields. - Error Cases:
- 400 if
projectRootis missing or.gbsprojis invalid/missing required fields - 404 if
projectRootdoes not exist or no.gbsprojfile found
- 400 if
- Body:
Build GBA ROM
POST /gba/build— Builds a.gbaROM using a local GBA Studio checkout.- Body:
{ projectRoot: string, gbaStudioRoot?: string, output?: string, buildCli?: boolean, verbose?: boolean, extraArgs?: string[] } - Environment:
GBA_STUDIO_ROOTcan be used instead ofgbaStudioRoot. - Returns:
{ success: true, projectPath, gbaStudioRoot, output, stdout, stderr }on success, or{ success: false, error, stdout, stderr }. - MCP tool:
build_gba_romexposes the same arguments for Claude/agent clients.
- Body:
Create Scene
POST /scene/create— Adds a new scene to the specified GB Studio project.- Body:
{ projectRoot: string, scene: object } - Returns:
{ success: true, scene }on success, or 400/404/500 with an error message.
- Body:
Create Actor
POST /actor/create— Creates a new actor in the specified scene.- Body:
{ projectRoot: string, sceneId: string, actor: object } - Returns:
{ success: true, actor }on success, or 400/404/500 with an error message.
- Body:
Create Background
POST /background/create— Creates a new background in the project.- Body:
{ projectRoot: string, background: object } - Returns:
{ success: true, background }on success, or 400/404/500 with an error message.
- Body:
Create Sprite
POST /sprite/create— Creates a new sprite in the project.- Body:
{ projectRoot: string, sprite: object } - Returns:
{ success: true, sprite }on success, or 400/404/500 with an error message.
- Body:
Create Music
POST /music/create— Creates a new music track in the project.- Body:
{ projectRoot: string, music: object } - Returns:
{ success: true, music }on success, or 400/404/500 with an error message.
- Body:
Create Sound
POST /sound/create— Creates a new sound effect in the project.- Body:
{ projectRoot: string, sound: object } - Returns:
{ success: true, sound }on success, or 400/404/500 with an error message.
- Body:
Create Tileset
POST /tileset/create— Creates a new tileset in the project.- Body:
{ projectRoot: string, tileset: object } - Returns:
{ success: true, tileset }on success, or 400/404/500 with an error message.
- Body:
Create Trigger
POST /trigger/create— Creates a new trigger in the specified scene.- Body:
{ projectRoot: string, sceneId: string, trigger: object } - Returns:
{ success: true, trigger }on success, or 400/404/500 with an error message.
- Body:
Create Variable
POST /variable/create— Creates a new variable in the project.- Body:
{ projectRoot: string, variable: object } - Returns:
{ success: true, variable }on success, or 400/404/500 with an error message.
- Body:
Create Script
POST /script/create— Creates a new script in the project.- Body:
{ projectRoot: string, script: object } - Returns:
{ success: true, script }on success, or 400/404/500 with an error message.
- Body:
Create Palette
POST /palette/create— Creates a new palette in the project.- Body:
{ projectRoot: string, palette: object } - Returns:
{ success: true, palette }on success, or 400/404/500 with an error message.
- Body:
Create Font
POST /font/create— Creates a new font in the project.- Body:
{ projectRoot: string, font: object } - Returns:
{ success: true, font }on success, or 400/404/500 with an error message.
- Body:
Create Emote
POST /emote/create— Creates a new emote in the project.- Body:
{ projectRoot: string, emote: object } - Returns:
{ success: true, emote }on success, or 400/404/500 with an error message.
- Body:
Create Avatar
POST /avatar/create— Creates a new avatar in the project.- Body:
{ projectRoot: string, avatar: object } - Returns:
{ success: true, avatar }on success, or 400/404/500 with an error message.
- Body:
Create Constant
POST /constant/create— Creates a new constant in the project.- Body:
{ projectRoot: string, constant: object } - Returns:
{ success: true, constant }on success, or 400/404/500 with an error message.
- Body:
Create Prefab Actor
POST /prefab/actor/create— Creates a new actor prefab in the project.- Body:
{ projectRoot: string, actorPrefab: object } - Returns:
{ success: true, actorPrefab }on success, or 400/404/500 with an error message.
- Body:
Create Prefab Trigger
POST /prefab/trigger/create— Creates a new trigger prefab in the project.- Body:
{ projectRoot: string, triggerPrefab: object } - Returns:
{ success: true, triggerPrefab }on success, or 400/404/500 with an error message.
- Body:
Update Settings
POST /settings/update— Updates project settings.- Body:
{ projectRoot: string, settings: object } - Returns:
{ success: true, settings }on success, or 400/404/500 with an error message.
- Body:
Update Metadata
POST /metadata/update— Updates project metadata.- Body:
{ projectRoot: string, metadata: object } - Returns:
{ success: true, metadata }on success, or 400/404/500 with an error message.
- Body:
Create Engine Field Value
POST /engine-field-value/create— Creates a new engine field value in the project.- Body:
{ projectRoot: string, engineFieldValue: object } - Returns:
{ success: true, engineFieldValue }on success, or 400/404/500 with an error message.
- Body:
Claude Key
POST /claude/key— Sets the Claude API key in the environment.- Body:
{ key: string } - Returns:
{ success: true }on success, or 400 with an error message.
- Body:
Building a Game End-to-End
To build a GB Studio game using this MCP server with Claude:
- Discover Project: Use
/find_projectto locate an existing.gbsprojfile or start from a directory. - Validate Project: Use
/validateto ensure the project is valid. - Get Inventory: Use
/inventoryto list current scenes, actors, triggers, assets. - Create Scenes: Use
/scene/createto add new scenes. - Create Actors: Use
/actor/createto add actors to scenes. - Create Assets: Use creation endpoints (currently stubs) to add sprites, backgrounds, etc.
- Update Settings/Metadata: Use update endpoints to configure the project.
- Build/Export: Use
/gba/buildor MCPbuild_gba_romto compile a GBA Studio project to.gba.
Note: All endpoints are now fully functional.
GBA Studio Build Example
Example Prompts
See TUTORIAL.md for detailed sample prompts and full end-to-end workflows for different game genres.
Test Coverage
All endpoints are covered by Jest tests in the tests/ directory. Run npm test to validate all functionality. Tests use real sample projects.
Publishing
To publish a new version:
- Update version in package.json
- Build the project:
- Login to npm:
- Publish to npm:
See npm publishing docs for more info.
Contributing
- Fork the repository
- Create a feature branch
- Make changes and add tests
- Submit a pull request to https://github.com/eoinjordan/gb-studio-agent
License
MIT
来源:README.md,提交 ee97909
工具
0版本历史
1- v1.0.4最新Sep 16, 2026
评分
已满足适用检查项的 40%
该评分衡量此收录条目的完整程度,依据注册中心条目、端点与公开来源计算得出。它不是对服务器本身的评价,也不表示服务器安全或当前可用:可连通性是带日期的检查结果,评分也不包含安装量或用户评价。
- 近 30 天内可连通25 分
请保持端点能够响应 MCP 握手;SourceWeft 每 30 天探测一次。
- 已声明认证方式10 分
请在注册中心条目中声明凭据请求头,或保持端点能够响应探测,以便判定其认证方式。
- 已列出工具15 分
请让服务器在无凭据时响应 tools/list,或发布可在沙箱中无凭据启动的软件包。
- 描述必需15 分
- 图标10 分
- 文档15 分
- 许可证10 分
请在仓库或注册中心条目中声明许可证。
其他 Claude 集成
Claude Platform Docs
com.claude.platform官方发布者
远程 MCP 服务器,让助手搜索并阅读 Claude 平台文档与 API 参考。

Insta Edits for Claude
由 GitHub 账号 faisalkhanzemi 发布
让 Claude 驱动 Mac 版 Instagram Edits 完整 274 个工具编辑器的桥接服务,并随项目打开同步工具列表。

Claude Checkpoint Mcp
由 GitHub 账号 daniel-munoz 发布
本地 MCP 服务器,把 Claude Code 会话的工作状态保存为项目内的 JSON 文件,并能还原成简短的续接摘要。

Qwen DAP MCP — C/C++ Debugger for Claude Code, Codex & Qwen
由 GitHub 账号 spk-c 发布
通过 GDB、LLDB 和 MCP 为 Claude Code、Codex 和 Qwen 提供 C/C++ 崩溃、挂起和转储调试AI 翻译

AVE for Claude Code — Local Video Editing
由 GitHub 账号 lemberalla 发布
仅适用于 Claude Code 的本地 AVE 时间线编辑与导出。需要现有 AVE 连接。AI 翻译