Agent skill

Save Load

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

MITAuto-check passedGame Development

Install Save Load

skills CLI
$ npx skills add jame581/GodotPrompter --skill save-load -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter save-load --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/save-load .claude/skills/save-load && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
save-load
GitHub stars
799
Token cost
~1.3k tokens
SKILL.md length
512 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

  • Works in 7 steps: Strategy Comparison → ConfigFile — Settings → JSON — Game Saves → …
  • Implementing save/load systems — ConfigFile
  • SKILL.md covers 1. Strategy Comparison, 2. ConfigFile — Settings, 3. JSON — Game Saves and 4. Save Architecture Pattern, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Save Load is an agent skill from jame581/GodotPrompter. Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/configfile.md`, `references/json-saves.md` and `references/save-architecture.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing save/load systems — ConfigFile
  • Resource serialization
  • Save game architecture

Example prompts

  • “/save-load”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Strategy Comparison
  2. ConfigFile — Settings
  3. JSON — Game Saves
  4. Save Architecture Pattern
  5. Save File Locations
  6. Version Migration
  7. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Save Load loads about 1.3k tokens when it runs, and up to ~7k if it reads all its reference files. Until then it costs about 29 tokens; SKILL.md has 512 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~29
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 512 words, ~1,307 tokens.

Download SKILL.mdSave it as .claude/skills/save-load/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
save-load
description
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

Save / Load Systems in Godot 4.3+

Choose the right serialization strategy for your data type. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: resource-pattern for custom Resource data containers, inventory-system for inventory serialization patterns, godot-project-setup for SaveManager autoload setup, popochiu for adventure-framework saves.


1. Strategy Comparison

StrategyBest ForReadableEditor SupportNotes
ConfigFileSettings, simple key-value dataYesNoBuilt-in INI-style, no extra deps
JSONGame saves, flexible structuresYesNoCross-platform, version-migratable
Resource .tresEditor-integrated dataYesYesNOT secure — never load untrusted files
Resource .resFast binary dataNoYesNOT secure — never load untrusted files

Security warning: Loading .tres or .res files executes arbitrary GDScript embedded in the resource. Never load Resource files from untrusted sources (user-uploaded files, downloaded mods). Use ConfigFile or JSON for user-generated save data.


2. ConfigFile — Settings

ConfigFile writes INI-style sections — ideal for audio / video / controls settings (small, designer-debuggable). Use set_value(section, key, value) then save(path); load with load(path) and get_value(section, key, default).

See references/configfile.md for the full GDScript + C# settings save/load + typical settings-menu wiring.


3. JSON — Game Saves

JSON.stringify(dict) to serialize, JSON.parse_string(text) to deserialize. Read/write through FileAccess. Best for game saves where you want human-readable files. Build a Dictionary that captures all gameplay state (player position, inventory, world flags), serialize, write to user://save_<slot>.json.

See references/json-saves.md for the full GDScript + C# save/load implementation, including FileAccess wrapping and error handling.

⚠️ Changed in Godot 4.7: JSON.stringify(data, indent = "", sort_keys = true, full_precision = false) now serializes an empty Dictionary compactly as {} even when an indent is passed (GH-115883). Save files written with an indent change formatting for empty-dict fields after upgrading — anything that diffs or hashes save output byte-for-byte must tolerate the new form. Parsing is unaffected.


4. Save Architecture Pattern

For larger games, attach a SaveableComponent to each persistent node. Each component declares save_callable and load_callable. The save manager iterates components by ID, calls each one's save callable, builds a master Dictionary.

See references/save-architecture.md for the full SaveableComponent + save-manager implementation.


Show full SKILL.md (186 more words)Show less

5. Save File Locations

user:// resolves to a platform-specific writable directory outside the project folder.

PlatformPath
Windows%APPDATA%\Godot\app_userdata\<project-name>\
macOS~/Library/Application Support/Godot/app_userdata/<project-name>/
Linux~/.local/share/godot/app_userdata/<project-name>/

Always use user:// for save data, never res://. The res:// path is read-only in exported builds.


6. Version Migration

Save files outlive the schema that wrote them. Always include "version": <int> at the top of the saved Dictionary; on load, switch on the version and migrate older saves forward incrementally (v1 → v2 → v3 → current). Never break old saves — always migrate.

See references/version-migration.md for the full migration helper pattern.


7. Implementation Checklist

  • Use ConfigFile for settings, JSON for game saves (not Resources)
  • Every save file includes a version integer field
  • Save path uses user://, never res://
  • Call DirAccess.make_dir_recursive_absolute() before writing saves
  • Vector2/Vector3 serialized as separate x/y/z floats (JSON has no Vector type)
  • All file operations check return codes and call push_error() on failure
  • _migrate() handles every version from 0 to current, applied incrementally
  • Resource files (.tres/.res) are never used for player-controlled save data
  • get_save_slots() and delete_save() helpers exist for UI slot management
  • Saveable nodes use stable IDs that do not change between sessions

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/save-load of jame581/GodotPrompter.

  • SKILL.md
  • references/configfile.md
  • references/json-saves.md
  • references/save-architecture.md
  • references/version-migration.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Save Load next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Save Load compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Save Load this skilljame581/GodotPrompter799—~1.3kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Save Load

What does Save Load do?

A skill your agent uses when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture. Save Load is an agent skill from jame581/GodotPrompter.

When should I use Save Load?

Save Load fits situations like: implementing save/load systems — ConfigFile; resource serialization; save game architecture.

How do I install Save Load in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill save-load -a claude-code`. Or copy the skill folder (skills/save-load in jame581/GodotPrompter) into .claude/skills/save-load in your project. Claude Code loads it when a task matches its description.

How do I install Save Load in Codex?

Run `npx skills add jame581/GodotPrompter --skill save-load -a codex`. Or copy the skill folder (skills/save-load in jame581/GodotPrompter) into .agents/skills/save-load in your project. Codex loads it when a task matches its description.

Can I use Save Load in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill save-load -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/save-load, .gemini/skills/save-load, .github/skills/save-load and .opencode/skills/save-load in your project.

What does Save Load need to run?

SKILL.md names no scripts, command-line tools or credentials: Save Load is instructions for the agent only.

Does Save Load access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Save Load safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Save Load use?

Save Load is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Save Load use?

About 1.3k tokens (SKILL.md is roughly 5.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.7k tokens, read only when the agent opens those files.

What are the alternatives to Save Load?

Skills that share tags, products or a category with Save Load: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Save Load?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.