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Decide what you need to take out of the game maker

“Export” can mean several different things: a shareable browser link, a packaged playable build, or the editable project and source assets. Those outputs are not interchangeable. Before building an AI-assisted game around a tool, decide where you want to run it and what you need to own or continue editing. Read the current export documentation and make a tiny test project first; a generated preview alone does not prove you can download a build or its editable source.

Name the deliverable before you start

Write a one-line target such as “host a browser build on my own site” or “continue editing the project in a desktop engine.” Then verify that the tool supports that target, the file format it produces, and any required runtime or account. Ask separately whether it exports the project data, art and audio assets, or only a compiled game. Check license terms for generated assets and third-party libraries before planning commercial distribution.

Use a throwaway project with one scene, one input, and one sound to test the whole path. Export it, open the result from the intended destination, and confirm that reload, audio, and controls work. This small check reveals restrictions—such as a hosted preview being available while local builds require a different plan or setup—before you have invested in a large game.

Inspect the tool’s documented export path

GDevelop documents an HTML5 publishing workflow that exports a local folder suitable for hosting. That is useful evidence for a browser-build path, but inspect the files and workflow yourself to learn which project artifacts remain editable. A playable web folder and a native engine project are different deliverables.

Check whether your intended host requires a particular entry file, server headers, or a zipped upload. Keep an untouched project copy and export again after a small edit. If the tool offers only a hosted link, treat that as publishing rather than source export.

Run a release check

Test the exported build in a clean browser profile or another device, not only in the editor preview. Check loading, controls, audio, viewport scaling, and external assets. Follow the host’s upload and licensing rules; save the tool version and export settings so you can repeat the build.

Questions about exporting an AI game

Does a playable link mean I can download the source?

No. A link may point to a hosted runtime while the editable project stays inside the service. Look for explicit documentation about project downloads and test the output before committing.

Should I choose the tool with the most export targets?

Choose the one that reliably produces the format you need and preserves a workable project. Extra targets do not help if the build is hard to reproduce or its asset rights do not fit your use.

Sources and further reading

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